HP 75/104; THP 0; NL 18; Burn 3/8; AC 25/17/19; Saves 12/14e/5; Perception +17
About Dra'Kuran "Drake the Streetrat"
Dra'Kuran "Drake the Streetrat"
Male hobgoblin telekineticist 6/rogue (unchained) 2
Note: abilities include Elemental Overflow
N Medium humanoid (goblinoid)
Hero Points 3
Init +6; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 25, touch 17, flat-footed 19 (+5 armor, +1 deflection, +6 Dex, +1 natural, +2 shield)
hp 104 (8d8+46), 18 NL damage, 15 temp HP
Fort +12, Ref +14, Will +5
Defensive Abilities evasion, fortification 15%
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Offense
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Speed 40 ft.
Melee dagger +12/+7 (1d4-1/19-20)
Ranged telekinetic blast +14 (3d6+13)
Special Attacks kinetic blast, metakinesis (empower), sneak attack +2d6
Kineticist Wild Talents Known
. . Defense: force ward
. . Infusions: extended range, kinetic blade, snake
. . Blasts: telekinetic blast (3d6+13)
. . Utility: basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility
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Statistics
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Str 8, Dex 22, Con 20, Int 14, Wis 12, Cha 10
Base Atk +6; CMB +5; CMD 22
Feats Accomplished Sneak Attacker, Deadly Aim, Divine Deception, Expert Sniper, Weapon Finesse
Skills Acrobatics +10 (+14 to jump), Appraise +10, Bluff +4, Climb +3, Diplomacy +4, Disable Device +20, Escape Artist +11, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +7, Knowledge (religion) +7, Linguistics +6, Perception +17, Sense Motive +6, Sleight of Hand +17, Stealth +26, Swim +3, Use Magic Device +11 (+16 with Divine items); Racial Modifiers +4 Stealth
Languages Common, Draconic, Goblin, Vudrani
SQ burn (2 points/round, max 8), elemental overflow +2, gather power, hero points, infusion specialization 1, internal buffer 1, rogue talent (trap spotter), trapfinding +1
Combat Gear potion of remove blindness/deafness, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, wand of cure light wounds, wand of infernal healing (50 charges); Other Gear +1 mithral shirt, darkwood buckler, dagger, dagger, boots of striding and springing, cloak of elvenkind, eyes of the eagle, handy haversack, blanket[APG], canteen[UE], chalk, flint and steel, marbles[APG], masterwork thieves' tools, mess kit[UE], rations (5), silk rope (50 ft.), 229 gp, 2 sp
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Special Abilities
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Burn 2/round (8 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divine Deception You gain a +5 bonus on Use Magic Device checks to use divine spell-trigger or spell completion items or to emulate a divine class feature.
Elemental Overflow +2/+4 (Max +2, +2 CON, +2 DEX, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Extended Range Kinetic blast has range of 120ft.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Metakinesis (1 burn: Empower) (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Snake Blast can bend around corners.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Telekinetic Blast (Sp) Level 3; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
History:
Dra'Kuran's earliest memories are visions of fire. No specifics, just pain and heat and noise. After that, it was the sisters at the orphanage enforcing their rules. They kept him and the others alive, but worked them hard, reading from various scriptures abut duty and service while the children toiled. Even before his powers showed up, it was clear that he couldn't stay here. It wasn't as much the work as the moralizing. It seems the sisters all followed the boring and strict gods and kept trying to one up each other on the virtues of their gods and the failings of the others.
Living on the street took wits, daring, speed, stealth and occasionally a strong stomach. He had enough of those to get by and as he started to grow he found another. Spirit. These powers just came to him and he used them well. With them, stealing became easy - he'd hide in an alleyway and bring the goods to him. If they were seen, nobody could tie the theft to him. With practice his mind's hand grew in strength and finesse. Almost as quickly as his ego.
This ego became his undoing and his salvation. For he chose to pocket the purse of the wrong person. The lift was perhaps not his best, but few would have noticed. Fewer still would have tied it to him. But Master Taran was a rarity. Dra'Kuran found himself being lifted into the air, wrapped in bonds of invisible Aether. "Ah a child. Talented, but not skilled enough. I don't know if I should be impressed that you've learned this much untrained or angered that you've stolen from me." He struggled, but couldn't escape. He found his own pockets emptying, his stolen possessions floating around him.
The crowd had stopped and was watching with laughter. Soon the guard came up to see what was the matter. They recognized Master Taran and asked him what the situation was. "Ah, I must say that I am as yet unclear on this. One one hand, this may be the case of a thief who must be punished. Though he is a child, he has skill in manipulating Aether and should be kept in an iron mask to keep him from seeing anything. On the other hand, it may be the unruly apprentice whose punishment is the responsibility of the master to whom he swears."
Drake was no fool. He swore and became an apprentice in the House of Five Elements. Master Taran was eccentric, but skilled. Drake was trained in the classic methods of the art, but the skills he had picked up on the street became ways to test his control. Picking pockets, opening locks, and manipulating devices were all tests of the art.
As he grew to be a journeyman, Master Taran accepted that his student may not always follow the straight and narrow. He chose not to emphasize moral philosophy in exchange for more practical rules. "Respect the other students of the house. The arts of the elements are rare. We will generally stand with one another, so long as you stand with them. Don't piss them off and don't take from them. If you get caught, the house won't save you. Don't prey on people just getting along. There's enough greedy bastard that deserve it to fill dozens of vaults." These weren't rules from the high heavens, nor graven words of old. It came as advice from somebody who may have walked the line in his youth, and that made sense to young Drake. He found ways to express himself profitably without drawing attention to the house.