Dripple's page

69 posts. Alias of Lupulus.

Full Name



AC 25, T 18, F 19, +4 armor after burn, DR 3/- vs small piercing ranged | F+12 R+13 W +5 | Init +8 | Perc +13 | Goblin Frostykineticist 9


"Dry Guy" HP 108/108, NL 27 | Burn 3/8 | Buffer 1/1 |

About Dripple

Male Goblin kineticist 9
None Small humanoid (goblinoid)
Init +8, Senses darkvision (60 ft.); Perception +13
AC 22, touch 18, flat-footed 16 (+3 armor, +1 deflection, +6 Dex, +1 natural, +1 size )
hp 108 ((9d8)+54)
Fort +12, Ref +13, Will +5

Speed 30 ft.
Melee kinectic blast +13 (4d6+13)
Melee dagger +1 (small/cold iron) +7/+2 (1d3/19-20)
Ranged dagger +1 (small/cold iron/thrown) +14/+9 (1d3+1/19-20), within 30 ft. +15/+10 (1d3+1)

Water (Extend 1, Pushing 1 cmb+10, Spray 3 half dDC 21 for half again) [dice=Bludgeoning Damage]5d6+5+5+7+1d8[/dice]
Cold (Extend 1, Entangle 2 cDC 20) [dice=Cold Damage][5d6+2+7+1d6[/dice]
Ice 2 burn (Extend 1, Pushing 1 cmb+10, Entangle 2 cDC 20, Impale 2) [dice=Cold/Blud Damage]10d6+10+5+7+1d8[/dice]

Withing 30 feet: +1 attack, +1 damage.

Elemental Overflow
Burn: Attack / Damage
1: +1 / +2
2: +2 / +4
3: +4 / +7, +1AC, +8 THP, DCs+1

Shroud of Water (3 burn)
+3 Shield AC
When taking burn, +7 Armor AC (net +4)

Empower: +50% damage, 1 burn
Disruptive: Target hit must make concentration DC 24 to cast spells or SLA for 1 round, 1 burn
Maximize: Maximize damage, 2 burn

Utility Talents
Basic Hydrokineses (0 burn): create water, purify food and drink (water), prestidigitation (dry), Create mild currents to push something as if Str was Con
Slick (0 burn): DC 16 grease for 1 round, next turn can take 1 burn to extend for 1 minute per level
Kinetic Cover (0 burn): Make one face of a square in 30 feet total cover, 0 hardness, 5 AC, 20 HP. Can have 10 in existence.
Waterdancer (0 burn): Unlimited sliptstream: +10 feet ground speed, none uphill, 20 downhill, 20 ft swim speed.
Water Manipulator (0 burn): control water (raise or lower, slow water creature), move water = 1/1,000th of spell and hold it with concentration, accept 1 burn after conentrating to hold for 10 minutes per level.
Icewalker (0 burn): Move across wet and icy surfaces without Acrobatics. Immune to seasickness.


Str 9, Dex 22, Con 20, Int 15, Wis 13, Cha 5,
Base Atk +6; CMB +4; CMD 21
Feats Disruptive Spell, Extra Wild Talent, Mobile Gathering, Point-Blank Shot, Precise Shot
Skills Acrobatics +18, Heal +5, Intimidate +9, Knowledge (Nature) +14, Perception +13, Stealth +31, Swim +10, Use Magic Device +1,
Traits Flounderer, Reactionary,
Languages Draconic, Gnome, Goblin
SQ basic hydrokinesis, burn, cold blast, composite blasts, elemental defense, elemental focus, elemental overflow, entangling infusion, expanded element, extended range, fast, gather power, ice blast, icewalker, impale, infusion, infusion specialization, internal buffer, kinetic blast, kinetic cover, metakinesis, pushing infusion, shroud of water, simple blasts, skilled, slick, spray, universal, water, water, water blast, waterdancer, water manipulator, weapon and armor proficiency, wild talents,
Combat Gear potion of cure moderate wounds (3), potion of invisibility, potion of reduce person (2), potion of levitate (2),
Other Gear amulet of natural armor +1, kineticist's diadem, lesser, ring of protection +1, kinectic blast, belt of physical might +2 (dex, con), quilted cloth +2 (small/shadow), cloak of resistance +1, electric eel in cage (tiny), dagger +1 (small/cold iron), 663.0 gp
Basic Hydrokinesis Element water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Burn (Ex) At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. 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.

Class Skills

Cold Blast Element water; Type simple blast (Sp); Level -; Burn 0 Blast Type energy; Damage cold You emit a beam of utter cold to freeze a single foe.

Composite Blasts Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

Darkvision Goblins can see in the dark up to 60 feet.

Elemental Defense (Su) At 2nd level, a kineticist gains her element's defense wild talent ( the descriptions of defense wild talents begin on page 16).

Elemental Focus (Su) At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Elemental Overflow (Ex) At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% x her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Entangling Infusion Element earth or water; Type substance infusion; Level 2; Burn 2 Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm Saving Throw Reflex negates Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Expanded Element (Su) At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element's simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts on page 15 for additional rules for and descriptions of composite blasts. She doesn't gain the defense wild talent of the expanded element. If the kineticist's expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can't select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.

Extended Range Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 120 feet.

Fast (Ex) Goblins have a base speed of 30 ft.

Flounderer You are adept at swimming and holding your breath. You gain a +1 trait bonus on Swim checks, and can hold your breath for 8 rounds before you risk drowning.

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.

Ice Blast Element water; Type composite blast (Sp); Level -; Burn 2
Blast Type physical; Damage half piercing, half cold You shoot a chilling icicle to stab a single foe.

Icewalker Element water; Type utility (Su); Level 1; Burn - You can move across wet and icy surfaces without needing to attempt Acrobatics checks due to slipperiness, including across areas under the effects of the slick wild talent. Additionally, you are immune to seasickness.

Impale Element earth or water; Type form infusion; Level 3; Burn 2 Associated Blasts earth, ice, metal Saving Throw none You extend a long, sharp spike of elemental matter along a line, impaling multiple foes. Make a single attack roll against each creature or object in a 30-foot line, starting with the closest target. If the result is a critical threat, roll to confirm against only the first target you hit. Calculate damage against each target you hit, starting from the closest. If your attack hits a target but fails to deal physical damage to that target, the spike fails to penetrate and the infused blast doesn't continue. A blast with the impale infusion can penetrate solid barriers, but it must deal enough damage to destroy the barrier in order to continue through. Infused earth and metal blasts always deal piercing damage.

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. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. The descriptions of infusions begin on page 17.

Infusion Specialization (Ex) At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

Internal Buffer (Su) At 6th level, a kineticist's study of her body and the elemental forces that course through it allow her to form an internal buffer to store extra energy. The buffer starts empty and doesn't replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don't activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

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. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. 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 on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15-16.

Kinetic Cover Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0 You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Metakinesis (Su) A kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn.

Pushing Infusion Element aether, air, earth, or water; Type substance infusion; Level 1; Burn 1 Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water Saving Throw none The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Shroud Of Water Element water; Type defense (Su); Level -; Burn 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Simple Blasts A kineticist gains a simple blast from her primary element at 1st level-some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy 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.

Skilled (Ex) Goblins gain a +4 racial bonus on Ride and Stealth checks.

Slick Element water; Type utility (Sp); Level 1; Burn 0 Saving Throw Reflex negates; Spell Resistance no As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.

Spray Element water; Type form infusion; Level 4; Burn 3 Associated Blasts charged water, water Saving Throw Reflex half You diffuse your kinetic blast to spray out wildly. All creatures and objects in a 30-foot cone take half your normal amount of blast damage. The saving throw DC is Dexterity-based.

Universal The following wild talents are available to all kineticists. Wild Talents: 1st-draining infusion, extended range, kinetic blade, kinetic fist, skilled kineticist; 2nd-skilled kineticist (greater); 3rd-elemental grip, extreme range, flurry of blasts, kinetic whip, mobile blast, snake; 4th- expanded defense; 5th-grappling infusion, kinetic form, spark of life, wall; 6th-ride the blast; 8th-reverse shift.


Water Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.
Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
Wild Talents: 1st-basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion, quenching infusion, slick; 2nd-entangling infusion, veil of mists; 3rd-cold snap, impale, torrent, water manipulator, waterdancer; 4th-ice sculptor, spray, watersense; 5th-chilling infusion, shimmering mirage, waterdancer (greater); 6th-ice path, suffocate; 7th-cloud, fragmentation; 9th-tidal wave.

Water Blast Element water; Type simple blast (Sp); Level -; Burn 0 Blast Type physical; Damage bludgeoning You slam a single foe with a stream of water.

Waterdancer Element water; Type utility (Sp); Level 3; Burn 0 You call forth a current of water to increase your speed and allow you to swim with ease, as if under the effects of slipstreamAPG with unlimited duration.

Water Manipulator Element water; Type utility (Sp); Level 3; Burn 0
Saving Throw none; see text; Spell Resistance no You can manipulate massive quantities of water. As a standard action, you can raise or lower the level of water as if using control water, or move an amount of water equal to 1/1,000th the amount controlled by that spell to a different location in range. The water remains where you placed it for as long as you remain motionless and take a standard action each round to concentrate on this effect. This wild talent causes a slow effect on creatures made of water, just like control water (Will negates). When you cease concentrating, the water flows normally unless you accept 1 point of burn to extend the duration and hold the water in its current position for 10 minutes per kineticist level you possess.

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

Wild Talents A kineticist can use wild talents-magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents. [DC: 19