The Scribbler

Durun "Ghosteye"'s page

27 posts. Alias of Faelyn.


Full Name

Durun Ghosteye

Race

Kellid

Classes/Levels

1st Level Kineticist | HP 12/12 (NDL 3) | 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

32

Special Abilities

Burn; Elemental Focus (Water); Gather Power; Infusions; Kinetic Blast (Cold)

Alignment

Chaotic Good

Location

Phaendar

Languages

Taldane, Hallit, Dwarven

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 Good 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
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 Acrobatics +3, Intimidate +5, Knowledge (Nature) +5, Perception +5, Stealth +9, Survival +7, Use Magic Device -2
Background Skills Craft: Glassblower +5, Profession: Fishing +5
Languages Taldane, Hallit, Dwarven
SQ Burn, Elemental Focus (Water), Gather Power, Infusions, Kinetic Blast (Cold Blast)
Gear Dagger, Lamellar Cuirass, Traveler's Clothing, Backpack (Fishing Kit, Bedroll, Blanket, Grooming Kit, Mess Kit, Waterskin, Silk Rope 50 ft.), Belt Pouch (Flint and Steel), Bandolier
0pp 0gp 2sp 0cp
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Traits
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Unbreakable Survivor: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Benefit: Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

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.
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.


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Background:
A little over ten years ago, the young man by the name of Durun Frostpool lived along the banks of Marideth River with his wife and two young children. Like his father and brothers, he was a fisherman by trade and would tarry down the river into Phaendar each day with his catch to sell in the markets there. The Frostpools were known to be exceptional fishmongers and Durun appeared to be following in the footsteps of his namesakes. He became a daily staple in the market with his loads of fresh fish or sometimes he would deliver baskets of mussels and crawfish. Until one evening, Durun was missed at the market and the little stand alongside the docks was empty. Another day went along and still no Durun.

That following morning a trapper came riding into Phaendar with his mount in a lather shouting for assistance. Strapped to the rump of his horse was the water-logged body of Durun looking dead; however, the trapper swore the man was yet alive. His naturally tanned skin was deathly pale, save for the dark purple bruising around his throat which was starting to turn the sallow yellow which seemed to indicate he still had the breath of life. When asked where he found Durun, the trapper told a tale of coming across him along the riverbed barely clinging to flotsam. He said that as he dragged Durun from the waters, he had opened his eyes for brief moment and whispered "They killed them" before fading out of consciousness once more.

The townsfolk were able to keep Durun from the Boneyard over the next several days as a party was sent to check the welfare of Durun's family. When finally the fever broke and Durun opened his eyes... the folks tending him noticed something strange. The pupil of his right eye was a strange color of old ice while his left eye was a pool of inky darkness. When Durun was finally able to speak, he told a tale of terrible violence in which a band of bandits descended upon his home. He tried to fight them off, but he was overpowered and throttled. He figured they must've left him for dead, because he came to sometime later to find his home aflame and his family swinging from the boughs of their elm tree. He could not recall much more than that.

Around the same time, the party returned from Durun's home with the bodies of his wife and two little children. They had not been able to recover anything from the home, save for a dagger that had been found hidden away nearby with a note written in the scribble of children's writing. They also spoke in hushed tones with the village leaders of finding remnants of body parts and one other body which they assumed to have been one of the bandits. The bandit showed no signs of outward injury other than both of his eyes had turned black and shriveled.

Once Durun had recovered enough to travel, he left Phaendar for a time and over the next 10 years he traveled to the Sky Citadel to the south, always sticking the rivers as his guide. He would visit Phaendar constantly, always passing through. Nearly two years ago he finally made his return to his home village and appeared to be settled in. He had finally come to terms it would seem with the loss of his family, but he had changed in ways. He now a mystical mastery over water being able to create water from thin air and redirect the flow of the currents to a point. His time away had changed him in other ways as well, the young cheerful man they had once known had turned colder. He was still good man, but he did not smile as he once did. His flesh was still that same pale as it was the day he'd been pulled from the river. And his eyes were still that eerie mismatched hue. He also no longer went by his family name, he preferred the name he'd picked up in the dwarven lands; Durun Ghosteye.

And yet, Durun was a staple of the community once more. He took fishing again and even began using a new skill he'd picked up from the dwarven lands; glassblowing. He would be known as a survivor and always came out on top no matter the circumstances.

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 loss of his family and self-imposed exile and finds he has a difficult time making lasting and/or deep connections; however, despite his internal indifference he always makes an effort to make folks around him feel appreciated. Outwardly Durun is fairly sober and reverent, not prone to excitable outburst. Surviving alone in the wild led Durun to be quite goal-oriented, once he has his sights on something he pursues it through to completion.