Brambleson

Chipped Tooth's page

64 posts. Organized Play character for BretI.


Race

HP 42/42 | AC 18 | F +11 R +7 W +8 | Resist Void 1 | Perc +6 |

Classes/Levels

Speed 25’, Climb 20’ | Conditions: Hardwood armor

Gender

Tiny Male Awakened Animal Risuchō Kineticist 3 |

About Chipped Tooth

Chip (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
Weapon Infusion +10 (d8+2 B/P/S/Vitality, agile)

[dice=Toothpick, reach]d20+10[/dice] Weapon Infusion
[dice=Piercing damage]d8+2[/dice]
[dice=Vitality damage]d8+2[/dice]

[dice=Hammer, reach]d20+10[/dice] Weapon infusion
[dice=Bludgeoning damage]d8+2[/dice]

[dice=Paper origami sword, reach]d20+10[/dice] Weapon infusion
[dice=Paper cuts slashing damage]d8+2[/dice]

Almost never use

[dice=Tail attack, finesse, trip]d20+7[/dice]
[dice=Bludgeoning damage]d6+2[/dice]

Ranged

[dice=Elemental Blast, range 30’]d20+10[/dice]
[dice=Bludgeoning damage]d8[/dice]
[dice=Vitality damage]d8[/dice]

[dice=Toothpick catapult, range 100’, volley 30’]d20+10[/dice] Weapon infusion
[dice=Piercing damage]d8[/dice]
[dice=Bludgeoning damage]d8[/dice]
[dice=Slashing damage]d8[/dice]
[dice=Vitality damage]d8[/dice]

[dice=Toothpick projector, 50’ range,propulsive]d20+10[/dice] Weapon infusion
[dice=Piercing damage]d8+1[/dice]
[dice=Bludgeoning damage]d8+1[/dice]
[dice=Slashing damage]d8+1[/dice]
[dice=Vitality damage]d8+1[/dice]

[dice=BOOM!erang, 20’ range, thrown]d20+10[/dice] Weapon infusion
[dice=Piercing damage]d8+2[/dice]
[dice=Bludgeoning damage]d8+2[/dice]
[dice=Slashing damage]d8+2[/dice]
[dice=Vitality damage]d8+2[/dice]

Special Attacks:
Use two actions on Elemental Blast to get +4 Status bonus to damage
Wood junction: Also gain temp hit points equal to level that last until start of next turn

Fresh produce
[dice=Nuts!]2d4+6[/dice]

Male Awakened Animal Risuchō Kineticist 3
Tiny awakened animal (Beast)
Senses Perception +6 T;
————
Defense
————

HP 42 (6+ (8+4)*3)
AC 16; (10 +0 Dex + 1 armor + runes +2 Trained +3 Level)
Hardwood Armor AC 18; +2 if shield raised (10 +0 Dex + 3 armor + runes +2 Trained +3 Level)

Speed 25’, climb 20’
Fort +11 E Reflex +7 E Will +8 E;
Resist 1 void
————
Offense
————

Kineticist Class DC 19 T
Kineticist Attack +9

Melee
Tail +7 (1d6+2 B, Finesse, trip, unarmed)
Elemental Blast +10 (d8+2 vitality or bludgeoning)
Weapon Infusion +10 (d8+2 B/P/S/Vitality, reach) toothpick
Weapon Infusion +10 (d8+2 B/P/S/Vitality, agile)

Ranged
Elemental Blast +10 (d8 vitality or bludgeoning) 30’ range
Weapon Infusion +10 (d8 B/P/S/Vitality) 100’ range, volley 30’
Weapon Infusion +10 (d8+1 B/P/S/Vitality) 50’ range, propulsive
Weapon Infusion +10 (d8+2 B/P/S/Vitality) 20’ ranged, thrown

Special Attacks:
Use two actions on Elemental Blast to get +4 Status bonus to damage
Wood junction: Also gain temp hit points equal to level that last until start of next turn

Reactions:

↺ Shield Block Hardwood Armor Wooden Shield Hardness 3 HP 12(6)

————
Statistics
————

Str +2 Dex +0 Con +4 Int +0 Wis +1 Cha +2

Skills

Acrobatics +5
Athletics E +9 Quick Jump, one action jump
Nature +6
Performance +7; +1 circumstance Comedy, +1 circumstance Make an Impression
Society +5
Survival +6

Lore Forest +5
Lore Pathfinder Society +5

Languages: Common, Tien
Background: Saloon Entertainer
Patron Deity: Desna
Home Region: Ohira, Forest of Spirits

————
Gear
————

Padded Armor, Dagger

Other Gear: Crowbar, Signal Whistle, Soap, Adventurer’s Pack, Writing Set

Consumables:
Healing Potion, Minor

Invested items:
Wayfinder w/ Pearly White Spindle
Gate Attenuator

Provisions and stuff picked up along the way:
Oak Potion

————
Class Abilities and Feats
————

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
As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes.

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
Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.

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.
Wood You gain temporary Hit Points equal to your level that last until the start of your next turn.

Kinetic Aura
Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you.

Splinters of wood.

You have the Channel Elements action, which lets you activate your kinetic aura.

Channel Elements [one-action]
Aura Kineticist Primal

Requirements Your kinetic gate isn't active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Extract Element 3rd
Creatures with a strong tie to your element might be troublesome for you to deal with, at least until you've learned to turn their elemental nature to your advantage. You gain the Extract Element action.

Extract Element [one-action]
Impulse Kineticist Prima,

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.
Critical Success The creature is unaffected.
Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Failure As success, but the creature takes full damage.
Critical Failure As failure, but the creature takes double damage.
Level (+2) The damage increases by 1d4

Weapon Infusion [free-action] Feat 1
Infusion, Kineticist

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.
Melee Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep.
Ranged Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.

————
Impulses
————

Elemental Blast [one-action] or [two-actions]
Attack Impulse Kineticist Primal

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.
Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.

Level (+4) The damage increases by one die.

Base Kinesis [two-actions]
Impulse Kineticist Primal

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
Healing Impulse Kineticist Plant Primal Vitality Wood

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.
Level (+2) The healing increases by 1d4+5, and the resistance increases by 2.

Hardwood Armor [one-action] Feat 1
Impulse Kineticist Primal Wood

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:
AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 1; Group wood TV.

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.
Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.

Timber Sentinel [two-actions] Feat 1
Impulse Kineticist Plant Primal Wood

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.
Heightened (+1) The tree has an additional 10 Hit Points.

————
Ancestry and Background
————

Saloon Entertainer
Background

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.
Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost. You're trained in the Performance skill and a lore skill of your choice. You gain the Virtuosic Performer skill feat.

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
Awakened Animal

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.

————
Skill and General Feats
————

Impressive Performance Feat 1
General Skill
(You’re So Cute! Ancestry feat)

Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. If you spend at least 10 minutes performing in front of an audience, you can Make an Impression targeting up to 10 members of the audience who were there for the whole performance, without taking the normal penalty. The number of targets increases to 20 for a 1-hour performance and 50 for a 2-hour performance.

Virtuosic Performer Feat 1
General Skill
(Saloon Entertainer background)

Prerequisites trained in Performance
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it's unclear whether the specialty applies, the GM decides.

Specialty Examples
Comedy Buffoonery, joke telling, limericks

Quick Jump Feat 1
General Skill

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
General

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)
You’re So Cute!
Background:
Saloon Entertainer
Performance, lore of choice, Virtuosic Performer
Class:
Weapon Infusion
Hardwood Armor, Fresh Produce, Timber Sentinel
Skill:
Quick Jump
General
Fleet