Giant Frog

Dr. Croaker's page

47 posts. Organized Play character for Hmm.


Race

HP 42/42 | AC 16 | F +11 R +9 W +10 | Perc +8 |

Classes/Levels

25 Speed | Hero Points 2/2 | Campaign Coins 1/1 | Active Conditions: ---

Gender

"Does it hurt when I do this?" | 820-2008 | Male Tripkee Air & Water Kineticist 3

About Dr. Croaker

PROFILE

Dr. Croaker is an esteemed physician from Mwangi Expanse, or so he will tell you, though he has a rather shady past.

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Bot Me!:

[dice=Fortitude (E)]1d20+11[/dice]
[dice=Reflex (E)]1d20+9[/dice]
[dice=Will (E)]1d20+10[/dice]

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[dice=Acrobatics]1d20 +7[/dice]
[dice=Athletics]1d20 +4 [/dice]
[dice=Diplomacy]1d20 +5[/dice]
[dice=Lore (Pathfinder)] 1d20+5 [/dice]
[dice=Lore (Tripkee) E)]1d20+7[/dice]
[dice=Lore (Underworld)]1d20 +5[/dice]
[dice=Medicine E]1d20 +10 [/dice]
[dice=Nature]1d20 +8 [/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+8[/dice]

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◈ [dice=Battle Medicine]1d20+8[/dice]
[dice=Healing]2d8[/dice]

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Air

◈ [dice=Ranged Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +10 [/dice]
[dice=Electric / Slashing damage] 2d6 + 0[/dice]

◈◈ [dice=Ranged Two-Action Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +10 [/dice]
[dice=Electric / Slashing damage] 2d6 + 4[/dice]

◈◈ [dice=Aerial Boomerang (Slashing, 60ft. line, DC 20 Reflex)]3d4[/dice]

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Water

◈ [dice=Ranged Water Blast (Bludgeoning or Cold, 30 ft.,)]1d20 +10 [/dice]
[dice=Bludgeoning / Cold damage] 2d8 + 0[/dice]

◈◈ [dice=Ranged Two-Action Water Blast (Bludgeoning or Cold, 30 ft.,)]1d20 +1- [/dice]
[dice=Bludgeoning / Cold damage] 2d8 + 4[/dice]

◈◈ [dice=Tidal Hands (2 15-ft. cones or 1 30-ft. cone; Bludgeoning; Overflow; DC 20 Reflex)

◈ [dice=Splash! Ocean’s Balm Healing]2d8[/dice]

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PFS Information:

PFS Number: 820-2008
Faction Reputation, Gold, Equipment & Experience: See ITS
Dr. Croaker’s Chronicles & Boons Folder

Training: Scrolls

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Purchased Boons
Grippli Access
Horizon Hunters Champion (Faction) 0 Fame

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Nationality: Sodden Lands
Birthplace: Sodden Lands
Age: 25
Gender & Pronouns: Male - he & him
Height: 3’
Weight: 3 bulk
Physical Appearance: Frog

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Ancestry Wind web Grippli
Background Back-Alley Doctor
Class Kineticist Level 3
Size small traits small humanoid grippli
alignment; CG deity ?
Languages: grippli, common. mwangi
Bonus Intelligence languages: abyssal, aquan, draconic, sylvan
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SENSES
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Perception: 8 (3 +1+ 4) [E]
Special Senses: low-light, darkvision
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DEFENSES
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HP 42

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OFFENSE
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Class DC: 20 [T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: All martial[T]. Unarmed attacks [T].

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KINETICIST CLASS ABILITIES
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Dual Gate Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.

CHANNEL ELEMENTS [one-action]
AURA KINETICIST PRIMAL

Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.

Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

ELEMENTAL BLAST [one-action] OR [two-actions]
ATTACK IMPULSE KINETICIST PRIMAL

With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
• Air 1d6 electricity or slashing, 60 feet
• Water 1d8 bludgeoning or cold, 30 feet

Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.

Weapon Proficiencies
Simple: All simple [T]

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MAGIC
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Magic Traditions None.
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SKILLS
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ABILITY SCORES
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Ancestry Grippli Con, Dexterity, Wisdom - Strength
Background Back Alley Doctor Con, Wisdom
Class Kineticist Con
Free Str Dex Con Wisdom

Ability Score Summary:

Str 8 -A
Dex 14 AF
Con 18 ABCF
Int 10
Wis 16 ABF
Cha 10

STR -1, DEX +2, CON +4, INT +0, WIS +3, CHA +0

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BACKGROUND:
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Background: Back-Alley Doctor Background
Source Guns & Gears pg. 122
You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions.
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small, lowlight
Heritage 1st: Windweb Grippli
Tough webbing along your hands and toes can slow any fall. As long as you have one hand free, you take no falling damage, regardless of the distance you fall.

Ancestry 1st: Nocturnal Grippli Feat 1
Grippli
You tend to do most of your hunting and work at night and have adapted to the requirements of nocturnal life. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

Skill Feats

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You're trained in the Medicine skill, and the Underworld Lore skill. You gain the Risky Surgery skill feat.

1st: Risky SurgeryFeat 1
GeneralSkill
Source Advanced Player's Guide pg. 208
Prerequisites trained in Medicine
Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

2nd: [b]Battle Medicine

General Feats
3rd: Ancestral Paragon for Tripkee Lore

Class Feats and Abilities

Feat 1st: AERIAL BOOMERANG [two-actions] FEAT 1
AIR IMPULSE KINETICIST PRIMAL

A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it.
Level (+2) The damage increases by 1d4.

Feat 1st: OCEAN'S BALM [one-action] FEAT 1
HEALING IMPULSE KINETICIST MANIPULATE PRIMAL VITALITY WATER

A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Feat 1st: WHISPER ON THE WIND [one-action] FEAT 1
AIR AUDITORY ILLUSION IMPULSE KINETICIST LINGUISTIC PRIMAL

You speak in a whisper, a soft wind carrying your words far away. This has the effect of the message spell with a range of 500 feet, and it can target only a creature surrounded by air. If you start your message with the target's name, you and the target don't need to be able to see each other, nor do you need line of effect.
Level (4th) The range is 1 mile.
Level (14th) The range is planetary plus the Plane of Air.

Feat 2nd: TIDAL HANDS [two-actions] FEAT 1
IMPULSE KINETICIST OVERFLOW PRIMAL WATER

With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15‑foot cones that don't overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.
Level (+2) The damage increases by 1d8.

EXTRACT ELEMENT [one-action]
IMPULSE KINETICIST PRIMAL

You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC.

Critical Success The creature is unaffected.
Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Failure As success, but the creature takes full damage.
Critical Failure As failure, but the creature takes double damage.

Level (+2) The damage increases by 1d4.

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