Berserker Cannibal

Durun Ghosteye's page

64 posts. Organized Play character for Faelyn.


Full Name

Durun Ghosteye

Race

Kellid

Classes/Levels

1st Level Kineticist | HP 12/12 (NDL 0) | AC 15 | T 13 | FF 12 | CMD 13 | Fort +6 | Ref +5 | Will +1 | Init +3 | Perc +5 | Burn: 0/7

Gender

Male

Size

Medium

Age

25

Special Abilities

Burn; Elemental Focus; Gather Power; Infusions; Kinetic Blast

Alignment

Chaotic Neutral

Deity

Count Ranalc

Location

Absalom

Languages

Taldane, Hallit, Aklo

Homepage URL

Character sheet

Strength 10
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 12
Charisma 7

About Durun Ghosteye

Durun Ghosteye
Male Kellid Kineticist
Chaotic Neutral Humanoid
Init +3; Senses Perception +5
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Defense
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AC 15, Touch 13, Flat-footed 12 (+3 Dex, +2 Armor)
HP 12
Fort +6, Ref +5, Will +1
Defensive Abilities
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Offense
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Speed 30 ft.
Melee
Cestus +0 (1d4/19-20/x2)
Dagger +0 (1d4/19-20/x2)
Ranged
Dagger +4 (1d4+1/19-20/x2) - 10 ft
Special Attacks
Cold Blast +4 (1d6+3/x2) - 30 ft
Extended Range Cold Blast +3 (1d6+2/x2) - 120 ft
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Statistics
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Str 10, Dex 16, Con 18 , Int 12, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills Acobatics +3, Intimidate +5, Knowledge (Local) +6, Knowledge (Nature) +5, Perception +5, Stealth +7, Survival +2, Use Magic Device -2
Languages Taldane, Hallit, Aklo
SQ Burn, Elemental Focus (Water), Gather Power, Infusions, Kinetic Blast (Cold Blast)
Other Gear Cestus (Left Hand), Spring-Loaded Wrist Sheath (Dagger), Lamellar Cuirass, Traveler’s Outfit, Masterwork Backpack (Bedroll, Blanket, Mess Kit, Silk Rope (50 ft.), Soap, Canteen, Journal, Ink w/ Inkpen), Belt Pouch (Flint & Steel), Belt Pouch (Empty), Bandolier (Potion of Reduce Person, Wand of Infernal Healing (50))
0pp 967gp 5sp 9cp
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Traits
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Insider Knowledge: Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Benefit: Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Benefit: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
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Special Abilities
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Kineticist Features:
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.

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.

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.

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.

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.

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.

Water Element:
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
Simple BlastCold Blast, Water blast
Composite Blasts – Blizzard Blast, Charged Water Blast, Ice Blast, Mud Blast, Steam Blast, Winter Blast
Defense - Shroud of Water
1st – Basic hydrokinesis, Cold adaptation, Draining infusion†, Extended Range†, Heat adaptation, Icewalker, Kinetic blade†, Kinetic cover, Kinetic fist†, Kinetic healer, Pushing infusion†, Quenching infusion†, Skilled Kineticist, Slick, Water alteration
2nd – Entangling infusion, Skilled kineticist, greater, Veil of Mists
3rd - Cold snap, Elemental grip, Extreme range†, Flurry of blasts†, Torrent†, Kinetic whip†, Mobile blast†, Snake†, Water manipulation, Waterdancer
4th - Expanded defense, Ice sculptor, Spray, Watersense
5th - Chilling infusion†, Grappling infusion†, Kinetic form, Greater, Shimmering mirage, Spark of life, Touchsight, Reactive, Wall†, Waterdancer, greater
6th - Ride the blast
7th - Cloud†, Fragmentation†
8th - Reverse shift
9th - Tidal wave


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Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


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Background:

Description:
Reference Image
Height 6’ 3” Weight 180 lbs
Skin Pale Eyes One pale blue, one jet black Hair Black
Durun's Kellid blood is not readily apparent; he is tall and broad of shoulder like most of his people, but not overly muscular with pale skin and thick, dark hair that runs down to just below his shoulders; his well-groomed beard is likewise dark and thick. The strangest feature about Durun would be his eyes; one eye is a pale icy blue, while the other is completely jet black.

Personality:
Quote: 'Always deal with the situation at hand; don't muddle the present by bringing up the past.'

Durun is a bit of a loner after the harshness of his exile and finds he has a difficult time making lasting and/or deep connections with his fellow Pathfinders; however, despite his internal indifference he always makes an effort to make his comrades feel appreciated. Outwardly Durun is fairly sober and reverent, not prone to excitable outburst. Surviving alone in the wild of the frozen north led Durun to be quiet goal-oriented, once he has his sights on a goal he pursues it through to completion.

PFS Character Information:

PFS#: 13693-13
Faction: Grand Lodge
XP: 2
Fame: 3
Prestige: 1/3
Inventory Tracking Sheet
Scenarios:
Masters of the Fallen Fortress [1 XP, 1 PP, 479gp, 0gp Day Job] Chronicle Sheet
- Boons: None

House of Harmonious Wisdom [1 XP, 2 PP, 500gp, 0gp Day Job] Chronicle Sheet
- Boons:
Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige point (but not Fame) in recognition of your excellent. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Points must be spend immediately or be lost. When you use this boon, cross if off your Chronicle sheet.

Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet.

○○○ Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans available only to his trusted agents. You may purchase a talisman of freedom (900gp), talisman of good fortune (1,680gp), or talisman of warrior’s courage (450gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.