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About Chipped ToothChip (Chipped Tooth) Chip looks like a big fluffy white squirrel with rabbit ears. One of his incisors has a large chip out of it. He is about the size of a house cat or large rabbit. Botting:
If he doesn’t already have the Hardwood Armor active, activate it. With all of the weapon infusions I have a choice of B/P/S/Vitality damage. Pick one, I’ve got them each listed. Melee Weapon Infusion +10 (d8+2 B/P/S/Vitality, reach) toothpick
[dice=Toothpick, reach]d20+10[/dice] Weapon Infusion
[dice=Hammer, reach]d20+10[/dice] Weapon infusion
[dice=Paper origami sword, reach]d20+10[/dice] Weapon infusion
Almost never use [dice=Tail attack, finesse, trip]d20+7[/dice]
Ranged [dice=Elemental Blast, range 30’]d20+10[/dice]
[dice=Toothpick catapult, range 100’, volley 30’]d20+10[/dice] Weapon infusion
[dice=Toothpick projector, 50’ range,propulsive]d20+10[/dice] Weapon infusion
[dice=BOOM!erang, 20’ range, thrown]d20+10[/dice] Weapon infusion
Special Attacks:
Fresh produce
Male Awakened Animal Risuchō Kineticist 3
Speed 25’, climb 20’
Melee
Ranged
Special Attacks:
Reactions: ↺ Shield Block Hardwood Armor Wooden Shield Hardness 3 HP 12(6) ————
Str +2 Dex +0 Con +4 Int +0 Wis +1 Cha +2 Skills Acrobatics +5
Lore Forest +5
Languages: Common, Tien
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Other Gear: Crowbar, Signal Whistle, Soap, Adventurer’s Pack, Writing Set Consumables:
Invested items:
Provisions and stuff picked up along the way:
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Impulse: The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait. Kinetic Gate
Single gate wood kinetic element. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum. Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses on page 15. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements. Single Gate
In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.
Kinetic Aura
Splinters of wood. You have the Channel Elements action, which lets you activate your kinetic aura. Channel Elements [one-action]
Requirements Your kinetic gate isn't active.
Extract Element 3rd
Extract Element [one-action]
You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.
Weapon Infusion [free-action] Feat 1
With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast.
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Elemental Blast [one-action] or [two-actions]
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
Level (+4) The damage increases by one die. Base Kinesis [two-actions]
It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level). Fresh Produce [one-action] Feat 1
You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can't eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Hardwood Armor [one-action] Feat 1
Wood and bark grow over your body like armor. This hardwood armor is medium armor but uses your highest armor proficiency. The wooden armor's statistics are:
Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any runes that could apply to the hardwood armor are replicated onto it. When you use this impulse, you can also create a wooden shield in a free hand. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield decays in an instant if it becomes broken or leaves your grasp. The armor lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends.
Timber Sentinel [two-actions] Feat 1
A slim, symmetrical tree travels from the Plane of Wood. You conjure a tree within 30 feet, as a protector tree SoM spell of a rank equal to half your level rounded up. If you use this impulse again, any previous one ends, and an ordinary tree remains. Range 30’ The tree has AC 10 and 10 Hit Points.
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Saloon Entertainer
All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again.
Awakened Animal Climbing Animal You are an animal whose limbs are adapted to grab, climb, and brachiate. You might be dexterous and ready to use tools like a chimpanzee or otter, or you may simply be a quick climber like a bear, raccoon, or sloth. You have a land Speed of 20 feet, a climb Speed of 20 feet, and one animal attack of your choice (typically claw, fist, or jaws; see the sidebar). Tail 1d6 B Finesse, trip, unarmed You’re So Cute! Feat 1
You know how to put on the charm, doing playful tricks to win favor. You are trained in Performance and gain the Impressive Performance feat. When performing for humanoids, you gain a +1 circumstance bonus to make an Impression with Performance. ————
Impressive Performance Feat 1
Prerequisites trained in Performance
Virtuosic Performer Feat 1
Prerequisites trained in Performance
Specialty Examples
Quick Jump Feat 1
Prerequisites trained in Athletics You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet). Fleet Feat 1
You move more quickly on foot. Your Speed increases by 5 feet. Character Creation:
———— Character Creation ———— Str 2 AF Dex 0 Con 4 ABCF Int 0 A-F Wis 1 A Cha 2 BF Ancestry: Awakened Animal (climbing animal)
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