Mametquil

Carrakas's page

323 posts. Alias of dwilhelmi.


Full Name

Carrakas

Race

Tiefling

Classes/Levels

GeoKinetic Knight 8 | HP 93/93 (24NL) | AC 24 T 12 FF 23 | DR 6/adamantine | Resistance Cold(5) Fire(5) Electricity(5) | Fort +12 Ref +9 Will +6 | Initiative +5 | Perception +13; darkvision (60ft)

Gender

Male

About Carrakas

Carrakas
Male oni-spawn tiefling geokineticist 8
CN Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield)
hp 93 (8d8+48)
Fort +12, Ref +9, Will +6
Defensive Abilities fortification 15%, resolve 3/day; DR 6/adamantine; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor), climb (earth and stone surfaces) 30 ft.
Special Attacks kinetic blast
Spell-Like Abilities (CL 8th; concentration +7)
. . Constant—feather fall
. . 1/day—rage
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—blade rush, kinetic blade, kinetic whip, magnetic infusion, pushing infusion
. . Blasts—earth blast (4d6+9), electric blast (4d6+2 electricity)
. . Utility—air cushion, basic aerokinesis, basic geokinesis, earth climb, earth walk, earthmeld, tremorsense
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Statistics
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Str 22, Dex 14, Con 20, Int 13, Wis 14, Cha 8
Base Atk +6; CMB +12; CMD 25
Feats Combat Reflexes, Extra Wild Talent[OA], Power Attack, Weapon Focus (kineticist blast)
Traits freed slave, reactionary
Skills Acrobatics -5 (-3 to balance on rock, earth or mud, -9 to jump), Appraise +9, Climb +18, Diplomacy +10, Disguise +1, Intimidate +12, Perception +13, Profession (gladiator) +13, Sense Motive +13; Racial Modifiers +2 Disguise, +2 Intimidate
Languages Abyssal, Common, Infernal
SQ burn (2 points/round, max 8), elemental bastion, elemental blade, elemental overflow +2, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear potion of cure light wounds (4), potion of cure moderate wounds; Other Gear folding plate[APG], bag of holding i, belt of mighty constitution +2, cloak of resistance +1, ring of force shield, ring of protection +1, backpack, bedroll, blanket[APG], cracked dusty rose prism ioun stone (worth 500 gp), hemp rope (50 ft.), quick runner's shirt (worth 1,000 gp), 346 gp, 8 sp
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Special Abilities
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Air Cushion (Sp) Constantly under the effects of feather fall.
Blade Rush Move 30 feet, manifest kinetic blade and attack once.
Burn 2/round (8 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Climb (30 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (6/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Earthmeld (Sp) Meld a creature into stone, so they can listen undetected.
Elemental Bastion (Force Shield) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
Elemental Overflow +2/+4 (Max +2, +2 CON, +2 STR, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fortification 15% You have a chance to negate critical hits on attacks.
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
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blade Earth Blast (Sp) Level 4; Burn 0
Kinetic Blade Electric Blast (Sp) Level 4; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip Form a kinetic blade with reach.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pushing Infusion (CMB +11) Your kinetic blasts makes Bull Rush CMB using Con.
Resolve (3/day) (Ex) Your resolve can remove effects or reroll saves.
Tremorsense (Su) Move action to gain tremorsense 30 ft for 1r.