Paladin

Erôth Earthfist's page

114 posts. Organized Play character for Helikon.


Full Name

Erôth Earthfist

Race

Dwarf

Classes/Levels

Kinetist (Earth) 2

Gender

Male

Size

medium

Age

70

Alignment

LG

Deity

Torag

Languages

Common, Dwarf

Strength 10
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 6

About Erôth Earthfist

Crunch:

Height: 4´5"
Weight: 205
Eyes: Green
Hair: Black
Skin: XP:

Durability:
Hit Points: 20 (2d8+8 Con)

Initiative: +3
Armor Check Penalty: -2
Speed: 20 feet
Armor Class: 17
Touch: 13
Flat-footed: 14

Saves:
Fortitude: +7 (3 +4 Con) (+3 against spells & SLA and Poisons)
Reflex: +6 (3 +3 Dex) (+3 against spells & SLA and Poisons)
Will: +2 (0 +2 Wis) (+3 against spells & SLA and Poisons)

Combat:
Earth Blast +4 1d6+6
Battleaxe +0 1d8
Base Attack Bonus: + 2
Melee Attack Bonus: +5 (1 BAB+ 3 Str)
Range Attack Bonus: +3 (1 BAB+ 2 Dex)
Combat Maneuver Bonus: +5 (2 BAB+ 3 Str) CM DC: 18 (10+ 2 Base + 3 Str + 2 Dex +1 dodge)


Standard Racial Traits:

Ability Score Racial Traits:
Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training:
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy:
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Feat and Skill Racial Traits
Craftsman:
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning:
Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision:
Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits:
Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Abilities:

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

Elemental Focus (Su): Earth
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.
Infusions:
Pushing Infusion
Basic Geokinesis
Element earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
Flesh of Stone
Source Occult Adventures pg. 17
Element earth; Type defense (Su); Level —; Burn 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.
Kinetic Cover
Source Occult Adventures pg. 26
Element aether, earth, water, wood; 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.


Feats, traits, skills:

Feats:
(1): Point Blank Shot.
Traits
Glory of Old (Dwarf)
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Defensive Strategist
You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Skills: Skillpoints gained/level (4+0)
Acrobatics (Dex), Climb Craft (Int), Heal (Wis), Intimidate (Cha), Know Dung, Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

Acrobatics: 6 (1 ranks; +3 trained; +3 Dex; -1 armor)
Appraise: +0 (0 ranks; +0 trained; +0 Int)
Bluff: -1 (0 ranks; +0 trained; -2 Cha)
Climb: -1 (0 ranks; +0 trained; +0 Str; -1 armor)
Craft (Gemcutting) +9 (2 rank + 3trained + 0 int+ 2race+2 mw tools)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +2 (0 ranks;+0 trained ; +3 Dex; -1 armor)
Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +6 (1 ranks; +3 trained; +2 Wis)
Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
*Know (dungeoneering): 4 (1 ranks; +3 trained; +0 Int)
Know (local): NA (0 ranks; +0 trained; +0 Int)
Know (engineering): NA (0 ranks; +0 trained; +0 Int)
*Know (religion): NA (0 ranks; +0 trained; +0 Int)
*Know (planes): NA (0 ranks; +0 trained; +0 Int)
Linguistics: +0 (0 ranks; +0 trained; +0 Int)
Perform : -2 (0 ranks; +0 trained; -2 Cha)
*Perception: +7 (2 ranks; +3 trained; +2 Wis)
Ride: +2 (0 ranks;+0 trained ; +3 Dex; -1 armor)
*Sense Motive: +2 (0 ranks; +0 trained; +2 Wis)
*Stealth: +6 (1 ranks;+3 trained ; +3 Dex; -1 armor)
Spellcraft: NA (0 ranks; +0 trained; +0 Int)
Survival: +2 (0 ranks; +0 trained; +2 Wis)
Swim: -1 (0 ranks; +0 trained; +0 Str; -1 armor)
Languages: Common, Dwarven


Equipment:

Starting wealth 150
Weapons:
Battleaxe 8
Armor 60
Leather Lamellar
Miscellaneous:
Gemcutter´s Tools MW 50
Explorer´s Outfit
Flask of Acid x2 20
Kinetist Kit 8
Pouch with Coins (1 lbs):
CP: 30
SP: 8
GP: 2
PP:
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs
Carried Possessions (106 lbs):

Character Description:

Appearance:

Hit Points Summary and Favored Class Bonus::


Introduction:

Erôth Earthfist is a rather average sized young dwarf with a small frame, for a dwarf. He has brown skin and very long hair in the colour of obsidian, and usually wears an earthen coloured leather breeches and a sandstone coloured Tunic. Many marble beads are woven into his long braided beard.
In battle he wears a leather lamellar armor, and a battleaxe.
His voice is a very deep, rumbly bass.

Grand Lodge FactionS8:

EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check.
GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an
effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on
subsequent saves against such effects equal to 1 for every three goals you have completed.
EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently
visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success
condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
[X][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
[X][X]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.
[X]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[]Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
[]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.