Kardswann

Clark_Kent's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Clark Kent(Kal-El)

Race

Kryptonian

Classes/Levels

Kineticist 14

Gender

Male

Size

Medium

Age

25

Special Abilities

See Character Build =>

Alignment

Neutral Good

Location

Fortress of Solitude, Crown of the World

Languages

Common(Taldane), Skald, Osiriani, Tien

Strength 24
Dexterity 13
Constitution 24
Intelligence 8
Wisdom 10
Charisma 7

About Clark_Kent

Character inspired by the DC Comics character, Superman.
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Name: Clark Joseph Kent(Taldane), Kal-El(Kryptonian)
Alias: Superman, Superboy, Supes, Blue Boy, Boyscout
Citizenship: Andoren
Birthplace: Kryptonopolis, Krypton
Location: Absalom, Kortos
Height: 6'4"
Weight: 225 lbs.
Hair: Black
Eyes: Blue

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Clark grew up on a small farm raised by his adoptive parents, the Kents. After the death of his father, Jonathan Kent, he decides to pack up and travel across Golarian.

After traveling around on land and sea, picking up odd jobs when he had the chance, he was eventually found by Venture Captain Hanako-hime. After seeing him save the crew of a burning pirate ship, she offers him a position as her servant and bodyguard, which he declines, but then offers him entry into the Pathfinders as her protégé.

Clark has recently made his way to the Crown of the World, finding a ancient Kryptonian ship. He has learned his birth name is Kal-El and about his Kryptonian heritage and found out his powers come from Golarian's yellow sun and that Golarian has less gravity than Krypton but a more nourishing atmosphere. He found a Kryptonian suit with the symbol of the House of El, the Kryptonian symbol for hope.

Clark decides to make his home in Absalom and he continues to help the Pathfinder Society in any way that he can. He tries to inspire Pathfinders and others to deal with enemies non-lethally.

Most recently, Clark has been referred to by many of his fellow Pathfinders as the "Superman", mainly because of the Symbol of the House of El, which resembles the Taldane letter "S".

Character Build:

I'm pretty happy with this build so far. I can lift an amount of weight I've never seen any other PFS character be able to and being able to drop people to -1 and stable with Golden Legion's Stayed Blade when I don't want to kill anyone. Eventually I'll be able to survive in space and fly an average of 115 mph. If I get him into Seeker levels, I'll eventually have my Freeze Breath. At 14th level, he have Fire Resistance 20 & Fast Healing 5.

1 Burn, Elemental Focus(Air), Gather Power, Gusting Infusion, Air Blast - Weapon Focus(Kinetic Blast), Heavy Gravity Acclimation
2 Enveloping Winds, Air Shroud
3 Elemental Overflow +1, Kinetic Blade - Power Attack
4 Air Cushion
5 Extended Range, Infusion Specialization 1, Metakinesis(Empower) - Furious Focus
6 Elemental Overflow +2, Internal Buffer +1, Wings of Air
7 Expanded Element(Fire) - Golden Legion's Stayed Blade
8 Infusion Specialization 2, Windsight
9 Elemental overflow +3, Kinetic Whip, Metakinesis (Maximize) - Mobile Gathering
10 Greater Air Shroud
11 Extreme Range, Infusion Specialization 3, Internal Buffer 2, Supercharge - Improved Critical(Kinetic Blast) OR Lunge
12 Elemental overflow +4, Ride the Blast
12b Air's Reach
13 Flash Infusion, Metakinesis (Quicken) - Kinetic Invocation
14 Infusion Specialization 4, Blessing of the Salamander
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15 Expanded Element(Cold), Elemental Overflow +5 - Elemental Overload

The Last Son of Krypton:

-Serpent's Skull-
Souls for Smuggler's Shiv

Only the Strong Survive

A deadly storm shipwrecks Clark, the passengers, and the crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can Clark unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens?

-Skulls & Shackles-
The Wormwood Mutiny

There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?

- Rise of the Runelords -
In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins during the annual Swallowtail Festival quickly turns into something more ominous as the shadows of a dark past come back to haunt the town—and perhaps all of Varisia. Can Clark stop the awakening of a legendary runelord and keep him from reclaiming his lost kingdom of greed?

Burnt Offerings
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest hero, Clark must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

The Skinsaw Murders
A sudden string of brutal killings terrorizes the town of Sandpoint, and the killer's mark bears a familiar shape. Investigation leads to the Lost Coast's most notorious haunted mansion, a dilapidated ruin that has become the lair of a monstrous murderer. Yet this killer is but one of many, a member of a group of fanatic cutthroats calling themselves the Skinsaw Men. To defeat the cult, Clark must travel to the bustling city of Magnimar to unravel the sinister source of these murders before he becomes the Skinsaw Men's next victim!

Fortress of the Stone Giants
Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community?
Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?

- City of Golden Death -
In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can Clark track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose him as he struggles to prevent a dark faith from spreading across the world?

- In the Grandmaster’s Name -
Two old allies-turned-enemies have taken shelter in a nigh-unassailable sanctum, yet the Pathfinder Society is committed to capturing them in Absalom's name. Rather than risk Pathfinders' lives in a reckless assault, the Society has turned to a different tool: misinformation. Both fugitives rely on intelligence provided by Grandmaster Torch, and Society operatives recently intercepted Torch's latest team of agents. Now it's up to Clark to pose as one of the Grandmaster's employees, rendezvous with the fugitives' agent in Druma, and pass off forged documents that will spook the criminals into abandoning their sanctum. It should be easy, but what Druma lacks in marauding monsters, it more than makes up in deadly debts, old promises, and powerful kalistocrats.

- The Ghol-Gan Heresy -
The Aspis Consortium and Vanji Prospectors’ Guild may have allied to extract valuable minerals from the tropical Kaava Lands, yet their endeavor also threatens to release a fiend sealed beneath the nearby ruins. The Pathfinder Society and its new friends have strangled the operation economically, causing most of the workers to abandon the dig. However, a dedicated corps is trying to dig out one last lucrative (and perilous) haul before evacuating the site. Clark ranges deep into the jungles alongside his grippli allies to stop the Aspis—and perhaps confront the same fiend imprisoned millennia ago.

- The Golemworks Incident -
When the Golemworks in Magnimar starts reporting some “problems” with their most recent batch of golems, Clark is sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.

- The Green Market -
When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, Clark is dispatched to the Green Market to assist. What he finds there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can Clark stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization?

- The Hao Jin Cataclysm -
Many centuries ago, the legendary sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. When she vanished without a trace, the demiplane began falling into disrepair. Ever since the Pathfinder Society gained access to this realm seven years ago, its agents have been gradually exploring the demiplane's wonders, meeting its people, and cataloging its preserved historical relics.

Former Pathfinder Master of Spells Aram Zey has just made a terrible discovery—the demiplane's deterioration has reached a critical stage. Unless the Pathfinder Society intervenes, the entire demiplane will rip apart violently, ejecting most of its contents into the Astral Plane and killing everyone inside. Yet it isn't as simple as sewing the demiplane back together with some metaphysical thread. Powerful forces from both within the tapestry and outside of it seek to hasten the destruction or profit off the chaos, and the impending apocalypse has thrown the tapestry's civilizations into turmoil.

- Fury of the Final Blade -
Liberty's Edge faction leader Colson Maldris was so certain that Andoran's elites were ruining the country that he took drastic action, allying with the Gray Gardeners in a plot to kidnap several of them and bring them to Galt. Though the Gardeners promised Maldris that they would grant these individuals a fair trial and carry out any executions without the use of their infamous soul-trapping Final Blades, their word was not to be trusted. Now all of Maldris's kidnapping victims are scheduled to face the guillotine. Maldris has sent a desperate plea for help to the Pathfinder Society, hoping for aid in freeing his victims from this terrible fate. However, Maldris's efforts to lay the groundwork for a rescue plot have seen him captured as an enemy of the revolution.

Not only does it fall to the PCs to prevent an international incident, but the fate of this faction's leader also lies in their hands.

- The Hao Jin Hierophant -
Seven years ago, the Pathfinder Society acquired the Hao Jin Tapestry, a powerful artifact and gateway to a wondrous yet slowly disintegrating museum-like demiplane. Despite the sacrifices made to preserve the Hao-Jin Tapestry by one of the Pathfinder Society's most influential members, the realm's collapse seems inevitable. The Society has dispatched teams to high-value sites to salvage what they can of the historical treasures and knowledge, and the PCs are one of these first groups. However, their study of an ancient Tian site becomes far more complex thanks to not one but two burgeoning religions. It's up to the PCs to navigate this landscape riddled with hazards both extraplanar and political.

- The Cultist's Kiss -
An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?

---Coming Soon---

- The Emerald Spire -

The Magma Vault
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths -- one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

- Siege of Gallowspire -
For a millennium, Golarion rested safe in the knowledge that history's most infamous lich, the Whispering Tyrant, was securely locked away. After a cataclysmic explosion sundered his prison, the Tyrant roams free once more. But he didn’t simply abandon his prison. Deep beneath the ground, behind nearly impenetrable magical wards, he has set in motion a necromantic ritual of extraordinary power. It's up to the Clark, along with Amir, Adewale, and Hanako, to battle the Tyrant's guardians, break the wards, and stop the ritual that could make him unstoppable. Along the way, they’ll discover what secrets the Tyrant wanted to protect and keep from falling into his enemies' hands.