About Dr. CroakerPROFILE Dr. Croaker is an esteemed physician from Mwangi Expanse, or so he will tell you, though he has a rather shady past. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
[dice=Fortitude (E)]1d20+11[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Acrobatics]1d20 +7[/dice]
★ ---- ★ ---- ★ ---- ★ ◈ [dice=Battle Medicine]1d20+8[/dice]
★ ---- ★ ---- ★ ---- ★ Air ◈ [dice=Ranged Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +10 [/dice]
◈◈ [dice=Ranged Two-Action Air Blast (Electricity or Slashing, 60 ft.,)]1d20 +10 [/dice]
◈◈ [dice=Aerial Boomerang (Slashing, 60ft. line, DC 20 Reflex)]3d4[/dice] ★ ---- ★ ---- ★ ---- ★ Water ◈ [dice=Ranged Water Blast (Bludgeoning or Cold, 30 ft.,)]1d20 +10 [/dice]
◈◈ [dice=Ranged Two-Action Water Blast (Bludgeoning or Cold, 30 ft.,)]1d20 +1- [/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] ★ ---- ★ ---- ★ ---- ★ PFS Information:
PFS Number: 820-2008 Faction Reputation, Gold, Equipment & Experience: See ITS Dr. Croaker’s Chronicles & Boons Folder Training: Scrolls ★ ---- ★ ---- ★ ---- ★ Purchased Boons
★ ---- ★ ---- ★ ---- ★
Nationality: Sodden Lands
★ ---- ★ ---- ★ ---- ★ Ancestry Wind web Grippli
SENSES
Perception: 8 (3 +1+ 4) [E]
DEFENSES
HP 42 ____________________ OFFENSE
Class DC: 20 [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
____________________ KINETICIST CLASS ABILITIES
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]
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]
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.
Critical Success The target takes double damage.
Weapon Proficiencies
____________________ MAGIC
Magic Traditions None.
SKILLS
____________________ ABILITY SCORES
Ancestry Grippli Con, Dexterity, Wisdom - Strength
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 ____________________ BACKGROUND:
Background: Back-Alley Doctor Background
FEATS:
Ancestry Feats and Abilities Special 1st: Small, lowlight
Ancestry 1st: Nocturnal Grippli Feat 1
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
2nd: [b]Battle Medicine General Feats
Class Feats and Abilities Feat 1st: AERIAL BOOMERANG [two-actions] FEAT 1
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.
Feat 1st: OCEAN'S BALM [one-action] FEAT 1
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.
Feat 1st: WHISPER ON THE WIND [one-action] FEAT 1
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.
Feat 2nd: TIDAL HANDS [two-actions] FEAT 1
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.
EXTRACT ELEMENT [one-action]
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.
Level (+2) The damage increases by 1d4. . |
