Life Stealer

Devlin Plumb's page

83 posts. Alias of pad300.


Full Name

Devlin Plumb

Race

Tiefling; Monk (Water Dancer) 1, Kineticist 14

Classes/Levels

HP:180/285 (105 Non lethal) | 20% Miss Chance| AC 39 T29 FF?33?| CMD??? | F+29 R+26 W+21 +1vs Fear (Bless) | Int +9 Per +30 Darkvision 60

Gender

M

Size

Small, 3'3", 57 lbs

Age

29

Special Abilities

See text

Alignment

CG

Deity

Cayden Cailen

Location

Sarwal

Languages

Common, Infernal, Orc, Giant

Occupation

Gambler

Strength 8
Dexterity 22
Constitution 26
Intelligence 14
Wisdom 20
Charisma 8

About Devlin Plumb

Background:

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)
Move 40

Init +7 = +6 (Dex)+1 (Ioun Stone, competence)

HP 240 =15*8 (con)+8+ 14d8 ⇒ (4, 4, 4, 8, 6, 8, 8, 4, 7, 1,8,1,1, 8, 5, 5, 4) = 83+14 (FCB)+15 (toughness)
Resist Fire 5 Cold 5 Electricity 5
DR 7/Admantine

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
Reflex +24 = +2 (Monk 1)+9 (kineticist 12) +5 (enhancement)+6 (dex) )+1 (competence) +1 Luck
Will +21 = +2 (Monk 1) +4 (kineticist 12) +5 (enhancement) +5 (Wis)+2 (Elemental Whispers)+1 (Trait) )+1 (competence) +1 Luck

BAB +10/+5

Str 8 = 8 (-2 pts)
Dex 22 = 15 (7 pts)+1 lvl 4 +6 Enhancement
Con 26 = 16 (10 pts) +2 Racial + 2 (lvl 8, lvl 12), +6 Enhancement
Int 14 = 14 (5 pts)
Wis 20 = 14 (5 pts) +2 racial +4 enhancement
Cha 8 = 10 (0 pts) -2 Racial

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
Kin 1: Burn (3+con max, turn max = 4) , elemental focus (earth, earth blast, basic geokinesis), gather power, infusion(Extended Range), kinetic blast(earth)
Kin 2: Elemental defense (Shroud of Water), utility wild talent (Elemental Whispers - Hedgehog)
Kin 3: Elemental overflow +1, infusion (Kinetic Blade)
Kin 4: Utility wild talent (Earth Climb)
Kin 5: Infusion (Entangling Infusion), infusion specialization 1, metakinesis (empower)
Kin 6: Elemental overflow +2, internal buffer 1, utility wild talent (Tremorsense)
Kin 7: Expanded element (Earth, Metal Blast, Extreme Range)
Kin 8: Infusion specialization 2, utility wild talent (Expanded Defense, Flesh of Stone)
Kin 9: Elemental overflow +3, infusion (kinetic whip), metakinesis (maximize)
Kin 10: Utility wild talent (Earth Glide)
Kin 11: Infusion(Wall), infusion specialization 3, internal buffer 2, supercharge
Kin 12: Elemental overflow +4, utility wild talent (Shimmering Mirage)
Kin 13: Infusion(Fragmentation), metakinesis (quicken)
Kin 14: Infusion specialization 4, utility wild talent(Ride The Blast)

Skills [ranks, bonus]; 4+2 *15 = 90 ranks
Perception [15, +30 = + 23+5(eyes of the eagle)-2 (Gas Mask)+4 (alertness)],
UMD [15,+17] ,
Stealth [15, +34 = +24 +4 small +2 circumstance Belled Catsuit, +2 Circumstance Shinobu Shozoku, +2 Competence]
Disable Device [15, +24],
Sense Motive [15, +23],
Acrobatics [15,+24]

Background Skills [ranks, bonus]; 2 *15 = 30 ranks
Sleight of Hand[15, +20], Profession: Gambler [15, +23],

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
Elemental Overflow = +5 to Hit, +10 to damage with Kinetic Blast, +6 to Con, +4 to Dex, +2 to Str (Size bonuses), 35% negate critical hits

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
Extreme Range Entangling Cold (0) (touch, 8d6+15, entangle dc 28)
Extrememe Range Entangling Earth (0) (8d6+29, entangle dc 28)

Kinetic Blade Entangling Cold (0) (touch, 8d6+5, entangle dc 28)
Kinetic Blade Entangling Earth (0) (8d6+19, entangle dc 28)

Kinetic Whip Entangling Cold(0) (touch, 8d6+5, entangle dc 28)
Kinetic Whip Entangling Earth(0) (8d6+19, entangle dc 28)

Wall Cold (0) ([8d6+15]/2 creation, 8d6+15)
Wall Earth (0) ([8d6+29]/4 creation, [8d6+ 29]/2)

Fragmentation Cold (0) (touch, 8d6+15, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Fragmentation Earth (0) (8d6+29, ½ damage 20’ radius, reflex dc 28 for ¼ damage)

Mobile Gathering + standard action 0 burn blast
Extreme Range Entangling Metal (0) (16d6+37 entangling dc 28)
Extreme Range Entangling Empowered Earth (0) ([8d6+29] x1.5, entangle dc 28)
Extreme Range Entangling Empowered Cold (0) (touch, [8d6+15] x1.5, entangle dc 28)
Extreme Range Entangling Maximized Cold (0) (touch, 63, entangle dc 28)
Extreme Range Entangling Maximized Earth (0) (77, entangle dc 28)

Kinetic Blade Entangling Empowered Cold (0) (touch, [8d6+5]x1.5, entangle dc 28)
Kinetic Blade Entangling Empowered Earth (0) ([8d6+19]x1.5, entangle dc 28)
Kinetic Blade Entangling Maximized Cold (0) (touch, 53, entangle dc 28)
Kinetic Blade Entangling Mazimized Earth (0) (67, entangle dc 28)
Kinetic Blade Entangling Metal (0) (16d6+27, entangle dc 28)

Kinetic Whip Empowered Entangling Cold(0) (touch, [8d6+5]x1.5, entangle dc 28)
Kinetic Whip Empowered Entangling Earth(0) ([8d6+19]x1.5, entangle dc 28)
Kinetic Whip Entangling Maximized Cold (0) (touch, 53, entangle dc 28)
Kinetic Whip Entangling Mazimized Earth (0) (67, entangle dc 28)
Kinetic Whip Metal Entangling (0) (16d6+27, entangle dc 28)

Wall Entangling Empowered Cold (0) ([8d6+15]/2 x1 .5 creation, [8d6+15]x1.5)
Wall Entangling Empowered Earth (0) ([8d6+29]/4 x1.5 creation, [8d6+ 29]/2x1.5)
Wall Maximized Cold (0) ([8d6+15]/2 creation, 8d6+15, entangle dc 28)
Wall Maximized Earth (0) ([8d6+29]/4 creation, [8d6+ 29]/2, entangle dc 28)
Wall Metal (0) ([14d6+37]/4 creation, [16d6+ 37]/2)

Fragmentation Empowered Cold(0) (touch, [8d6+15]x1.5, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Fragmentation Empowered Earth(0) ([8d6+29]x1.5, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Fragmenation Entangling Cold(0) (touch, [8d6+15], ½ damage 20’ radius, reflex dc 28 for ¼ damage, entangle dc 28)
Fragmentation Entangling Earth(0) (8d6+29, ½ damage 20’ radius, reflex dc 28 for ¼ damage, entangle dc 28)
Fragmentation Maximized Cold(0) (touch, 63, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Fragmenation Maximized Earth(0) (77, ½ damage 20’ radius, reflex dc 28 for ¼ damage)
Fragmentation Metal(0) (16d6+37, ½ damage 20’ radius, reflex dc 28 for ¼ damage)