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About Devlin PlumbBackground:
Devlin’s mother, Else, was a “barmaid” in Freedom Town, who’s alchemical protections failed her with a customer. She packed up and came home to her family (she’s a cousin of Storesmaster Plumb) in Trunau when she realized she was pregnant. The family was surprised when Devlin was born, but came to accept his tiefling nature. Elsa raised the boy while practicing her “profession” at the Ramblehouse. Bullied as a child for his fiendish heritage, Devlin grew up a loner. He was fascinated by the Hopespring; he spent many an hour contemplating it’s waters together with Silvermane, the druid (who turned out to have some very esoteric knowledge). Being well familiar with Nereid traditions, he was able to effectively school Devlin in the basics of being a Water Dancer. The other thing his upbringing taught him to do is play cards…He became the resident shark at the Ramblehouse, and has picked up a few other “interesting” skills from questionable company there. When the orcs raided Trunau, Devlin joined in the defense, and fell in with a band of adventurers. His elemental abilities were noticed and respected; he joined the party in it’s adventures. His less than reputable skills have also saved the day a couple of times. Away from the influence of the Hopespring, he found his connection to the elemental powers bent towards the element of Earth. He has become part of the team. Now they quest to rescue Arezi Sarwal.
Mechanics:
Devlin Plumb Monk(Water Dance) 1 Kineticist 14 CG Race: Tiefling (Devil Spawn, Fiendish Sprinter, Prehensil Tail, Unusually Short)
Init +7 = +6 (Dex)+1 (Ioun Stone, competence) HP 240 =15*8 (con)+8+ 14d8 ⇒ (4, 4, 4, 8, 6, 8, 8, 4, 7, AC : 34 = 10 + 6 (dex)+5(Wis)+7(Shroud of Water, Armor) +2 (Ring of Protection, Deflection) +2 (Shield, Ring of Force Shield) +1 (small)+ 1 (Insight) Fortitude +26 = +2 (Monk 1) +9 (kineticist 12) +5 (enhancement)+8 (Con)+1 (competence) +1 Luck
BAB +10/+5 Str 8 = 8 (-2 pts)
Traits: Indominable Faith (Faith), Trapfinder (Campaign Trait) Feats: Point Blank Shot (lvl 1), Precise Shot (lvl 3), Alertness (Elemental Whispers), Weapon Finesse (lvl 5), Combat Reflexes (lvl 7), Mobile Gathering (lvl 9), Toughness (lvl 11), Delay Blast (lvl 13), Extra Wild Talent (Stone Sculptor) (lvl 15) Mnk 1: Nereids Grace, Elemental Focus (water, cold blast, basic hydrokinesis), unarmed strike, AC Bonus
Skills [ranks, bonus]; 4+2 *15 = 90 ranks
Background Skills [ranks, bonus]; 2 *15 = 30 ranks
Languages: Common, Infernal, Orc, Giant
Equipment:
Magic Items Item Cost Slot Frontovik’s Gas Mask (17000 gp) 17000 Head Belt of Physical Might +6 (90000 gp) (belt) 90000 Belt Conduit Glove (1000 gp) 1000 Overflow Rod (25000 gp) 25000 Ring of Force Shield (8500 gp) 8500 Ring 2 Headband of Inspired Wisdom +4 (16000 gp) 16000 Headband Cloak of Resistance+5 (25000 gp) (shoulders) 25000 Shoulders Amulet of the Blooded – Aberrant (15000 gp) (Neck) 15000 Neck Ring of Protection +2 (8000 gp) (Ring 1) 8000 Ring 1 Handy Haversack (2000 gp) 2000 Eyes of the Eagle (2500 gp) (eyes) 2500 Eyes Wand of Cure Light wounds (50 charges) 750 gp 750 Wand of Long Arm (50 charges) 750 gp 750 Wand of Longstrider (50 charges) 750 gp 750 Wayfinder 500 gp 500 Cracked Pale Green Prism Ion Stone (+1 to hit, Competence) (4000gp) 4000 Cracked Opalescent White Pyramid (Kinetic Blast), socketed in Wayfinder 1500 gp >> Weapon focus Kinetic Blast 1500 Ioun Stone : Cracked Dusty Rose Prim (+1 init) 500 gp 500 Feather Token : Tree 400 gp 400 Cracked Pale Green Prism Ion Stone (+1 to saves, Competence) (4000gp) 4000 Lucky Horseshoe (+1 Luck to saves) (6800gp) 6800 Burn Shard (8000 gp) 8000 Wand of Protection from Evil (50 charges) (750 gp) 750 Sleeves of Many Garments (200 gp) 200 Wrists Dusty Rose Prism Ioun Stone (5000 gp) (+1 Insight to AC) 5000 Trapspringer's Gloves (4000 gp) (+5 Competence to Disable Device) 4000 Hands Cracked Magenta Prism Ioun Stone (800 gp) (+2 Competence to Stealth) 800 Weapons : Cestus, do-it-all knife (cold iron sawback kunai) Equipment : Quick Draw Sheath (Wand of Long Arm), Explorer’s outfit, 2 sacks, bedroll, Masterwork Thieves Tools, blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), mess kit, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, cold weather gear, swarmsuit, Belled Catsuit, Shinobi Shozoku, periscope, alchemical scent blocker x4, Thief Trainer, Standard Daily set-up:
Internal Buffer is a 2, from the night before. 3 pts burn into Flesh of stone (DR 10 Admantine), 3 pts burn into shroud of water (armor bonus = 10), 1 pt of burn into Shimmering Mirage (20% miss chance) = 1pts burn
This pushes his AC by 5 to 39, adds 45 hp (total 285), and deals 105 non-lethal HP in damage (effectively 180 hp). Init becomes +9. Effective To hit with Kinetic Blast +10 (bab)+8 (dex) +1 (Weapon Focus) +5 Elemental Overflow +1 small + 1 (Competence, Ioun Stone) = +26 Other potential bonuses : PBS +1,
Blast Stuff:
Blasts : Cold (0) 8d6+5(1/2 con)+10( Elemental Overflow), Earth (0)8d6+8+11(con) +10( Elemental Overflow), Metal (2) 16d6+16 +11(con) +10( Elemental Overflow) Gather Power: Move action -2 burn, Full Round -3 burn Form Infusions : Extended range (1), Kinetic Blade (1), Extreme Range (2) Kinetic Whip (2), Wall (3), Fragmentation (4) Substance Infusions: Entangling Infusion (2) Metakinesis: Empower (1), Maximize (2). Quicken (3) Utility : Basic Geokinesis, Basic Hydrokinesis, Elemental Whispers, Earth Climb, Tremorsense, Earth Glide, Shimmering Mirage, Stone Sculptor, Ride the Blast Standard Action 0 burn blasts
Kinetic Blade Entangling Cold (0) (touch, 8d6+5, entangle dc 28)
Kinetic Whip Entangling Cold(0) (touch, 8d6+5, entangle dc 28)
Wall Cold (0) ([8d6+15]/2 creation, 8d6+15)
Fragmentation Cold (0) (touch, 8d6+15, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Mobile Gathering + standard action 0 burn blast
Kinetic Blade Entangling Empowered Cold (0) (touch, [8d6+5]x1.5, entangle dc 28)
Kinetic Whip Empowered Entangling Cold(0) (touch, [8d6+5]x1.5, entangle dc 28)
Wall Entangling Empowered Cold (0) ([8d6+15]/2 x1 .5 creation, [8d6+15]x1.5)
Fragmentation Empowered Cold(0) (touch, [8d6+15]x1.5, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
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