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About Dewdrop NeethingHuanoid [Gnome]
Small; Chaotic Good
Init +4 = +2 (Dex) +2 (trait) Speed 20' HP 14/14 =1d8 (Kin1) +1 (FCB) +5 (Con) Str 8 = 10 -2 (racial)
DEFENSE Fort +7 = +2 (Kin1) +5 (Con)
AC: 16 (t 13, ff 14) = 10 +1 (size) +2 (Dex) +3 (armor)
CMD: 9 = 10 -1 (size) +2 (Dex) -2 (Str) OFFENSE BAB: +0 CMB: -3 = -1 (size) -2 (Str) Air Blast (bludgeoning) Range: 30'
SKILLS:
Armor Check Penalty: -1 ✓ Acrobatics 8/7= 1 (ranks) +3 (class) +2 (Dex) +2 (racial)
Languages: Common, Gnome (starting), Sylvan (starting), Draconic (Int1), Auran (Ling1a), Shadowtongue (Ling1b) SPELLS & ABILITIES
Wild Talents
FEATS
TRAITS & RACIAL:
TRAITS
Indomitable Faith: (Religous) +1 trait bonus on Will saves. Reactionary: (Combat) +2 trait bonus on Initiative checks. RACIAL
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: 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
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)
Air Blast
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)
Gather Power (Su)
Infusion (Su)
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
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
PFS & LEVEL UP:
Diety: ?? Age: ?? Height: ?? Weight: ?? PFS ID#: 9440-7
Prestige: 0/0 SCENARIOS:
LEVEL 1: FCB +1 hp; Acrobatics, Know(nature), Linguistics, Stealth, UMD; Feat: Point Blank Shot
Future plans:
wand of touch of the sea? |