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Dewdrop Neething's page

33 posts. Organized Play character for TomG.


Full Name

Dewdrop Sparkberry Frugmutter Neething

Race

F Gnome Aerokineticist

Classes/Levels

| 14/14 | AC 16 (t13 ff 14) | F+7* R+4* W+1* | CMD 9 | Init+4, Per+0

About Dewdrop Neething

Huanoid [Gnome]
Aerokineticist 1

Small; Chaotic Good
Low-light vision

Init +4 = +2 (Dex) +2 (trait)

Speed 20'

HP 14/14 =1d8 (Kin1) +1 (FCB) +5 (Con)

Str 8 = 10 -2 (racial)
Dex 14 = 14 (5 pts)
Con 20 = 18 (17 pts) +2 (racial)
Int 12 = 12 (2 pts)
Wis 10 = 10 (0 pts)
Cha 9 = 7 (+4 pts) +2 (racial)

DEFENSE

Fort +7 = +2 (Kin1) +5 (Con)
Ref +4 = +2 (Kin1) +2 (Dex)
Will +1 = +0 (Kin1) +0 (Will) +1 (trait)
* +2 racial bonus against fear effects
* +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons)

AC: 16 (t 13, ff 14) = 10 +1 (size) +2 (Dex) +3 (armor)
studded leather armor (+3 AC, 15% ASF, +5 max Dex, -1 ACP)

CMD: 9 = 10 -1 (size) +2 (Dex) -2 (Str)

OFFENSE

BAB: +0

CMB: -3 = -1 (size) -2 (Str)

Air Blast (bludgeoning) Range: 30'
Hit: +4 = +1 (size) +2 (Dex) +1 (PBS)
Dmg: 1d6+7 = 1d6 +1 (Kin1) +5 (Con) +1 (PBS)

SKILLS:
Skill Ranks per Level: 4 + Int modifier.
Kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
An aerokineticist adds Fly and Knowledge (nature) to her list of class skills.

Armor Check Penalty: -1

✓ Acrobatics 8/7= 1 (ranks) +3 (class) +2 (Dex) +2 (racial)
☐ Bluff 0 = 0 (ranks) -1 (Cha) +1 (racial)
☐ Climb 1/0 = 0 (ranks) -1 (Str) +2 (racial)
☐ Diplomacy 0 = 0 (ranks) -1 (Cha) +1 (racial)
☐ Escape Artist 2/2 = 0 (ranks) +2 (Dex)
✓ Fly 2/1 = 0 (ranks) +2 (Dex)
✓ Intimidate 0 = 0 (ranks) -1 (Cha) +1 (racial)
✓ Heal 0 = 0 (ranks) +0 (Wis)
✓ Knowledge(nature) 5 = 1 (ranks) +3 (class) +1 (Int)
☐ Linguistics 1 = 1 (ranks) + 1 (Int)
... learn two languages per point of Linguistics, per "Gift of Tounges"
✓ Perception 0 = 0 (ranks) +0 (Wis)
✓ Sense Motive 0 = 0 (ranks) +0 (Wis)
✓ Stealth 10/9 = 1 (ranks) +3 (class) +2 (Dex) +4 (size)
✓ Swim 1/0 = 0 (ranks) -1 (Str) +2 (racial)
✓ UMD 3 = 1 (ranks) +3 (class) -1 (Cha)

Languages: Common, Gnome (starting), Sylvan (starting), Draconic (Int1), Auran (Ling1a), Shadowtongue (Ling1b)

SPELLS & ABILITIES
Spell-like Abilities
1/day—mage hand, open/close, prestidigitation, and unseen servant.
DC is 10 + SL + Int mod; CL equal to level

Wild Talents
Concentration: +6 +1 (CL) +5 (Con)
Unless otherwise noted, the DC for wild talents is 10 + the wild talent's effective SL + the kineticist's Constitution modifier.

FEATS
Point Blank Shot (Level 1) +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

TRAITS & RACIAL:
TRAITS
Indomitable Faith: (Religous) +1 trait bonus on Will saves.
Reactionary: (Combat) +2 trait bonus on Initiative checks.

RACIAL
Replaced:
Defensive Training
Hatred
Weapon Familiarity
Illusion Resistance
Gnome Magic
Obsessive
Keen Senses

Gift of Tongues (ARG) Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Fey Thoughts (Source: HotW) Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Intrepid Settler (Source: PCS:ISR) Some gnomes add to the thrill of living by settling in precarious places. These intrepid gnomes gain a +2 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.

Utilitarian Magic (Source: PCS:ISR) Add 1 to the DC of transmutation spells you cast. If Int is 11 or higher, gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell's level + the gnome's Intelligence modifier. This racial trait replaces gnome magic.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

KINETICIST

KINETICIST BASICS:
Elemental Focus (Su) Aerokenesis
At 1st level, a kineticist chooses one primary element on which to focus. ... She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent.

Kinetic Blast (Sp)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.

Air Blast
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30'. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Burn (Ex) (Kin1)
For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Gather Power (Su)
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su)
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.

Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.

The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

Basic Aerokenesis
Element(s) air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

INFUSIONS
Gusting Infusion
Substance infusion; Level 1; Burn 1
Fort negates; DC 15 = 10 +1 (Kin1) +4 (Con)
The wind from your infusion causes your blast to act as an instantaneous gust of wind. If your blast has a clear path, you can accept 2 additional points of burn or reduce the damage to 0 in order to cause the gust of wind effect to persist for 1 round along that path.

PFS & LEVEL UP:

Diety: ??
Age: ??
Height: ??
Weight: ??

PFS ID#: 9440-7
Inventory Tracking
Chronicles: (none)

Prestige: 0/0

SCENARIOS:
* (none)

LEVEL 1: FCB +1 hp; Acrobatics, Know(nature), Linguistics, Stealth, UMD; Feat: Point Blank Shot

Future plans:

wand of touch of the sea?