Evan “Fang” Grissom's page

478 posts. Alias of The Roxtar.

Full Name

Evan "Fang" Grissom


Initiative +3* | Ranged attack 25% miss chance | Always effected as if by Featherfall | Blindsense 30ft


Active status effects : Burn 3, sneak/crit 15% miss


CN Adaro Kineticist 8 | HP 126* | AC21 T15 FF17| CMD 20| Fort 13* Ref 10* Will 4 | Speed 30ft / Swim 50ft / Fly 60ft |



Strength 11
Dexterity 16
Constitution 23
Intelligence 10
Wisdom 14
Charisma 7

About Evan “Fang” Grissom

Basic Info:

Name: Evan "Fang" Grissom
Player: Alex
Race: Adaro
Class: Kineticist
Alignment: Chaotic Neutral

Ability Scores:

HP : 118 (base 43, con +48, toughness +8, favored class +8, retrain +11HP)
Str: 11 (9, +2racial)
Dex: 16 (14, +2racial)
Con: 23 (17, +2racial, +2enhancement, +1@4. +1@8)
Int: 10 (12, -2racial)
Wis: 14 (14)
Cha: 7 (7)

Max Burn, 2/rd. 3+CON (9)


*Acrobatics +11 (5 ranks)
Appraise 0
Bluff -2
Climb -1
Diplomacy -2
Disguise -2
Escape Artist +5 (2 ranks)
Fly +15 (5 ranks, +1/2 caster level)
*Heal +2
*Intimidate -2
Know:Nature +5 (2 ranks)
*Perception +13 (8 ranks)
Perform -2
*Profession : Fisherman +8 (3 rank)
Ride +3
Sense Motive +2
*Stealth +3
Survival +2
*Swim +16 (4 ranks, +1 trait, +8 natural swim)
UMD +4 (3 rank)

Combat Info:

AC:20 (+4 Armor, +3 Dex, +1 Insight, +2 Natural Armor)
Touch: 14 (+3 Dex, +1 Insight)
Flat-Foot:17 (+4 Armor, +1 Insight, +2 Natural Armor)
Fort: +12 (6 Base, +6 Con)
Ref: +9 (6 Base, +3 Dex)
Will: +4 (2 Base, +2 Wis)

BAB: 6/1
CMB: 6 (6 BAB, 0 Str)
CMD: 20 (6 BAB, 0 Str, +3 Dex, +1 Insight)
Initiative: +3 (+3 Dex)
Concentration: +14 (+6 Con, +8 Lvl)


Dagger 1gp 1 lb

Darkleaf Leather Lamellar
Studded Leather Armor 25gp 20 lbs

Misc Gear:
kineticists kit 8gp 22 lbs
-backpack, belt pouch, blanket, torches 10, trail rations, 5 days, waterskin
fishing kit 5sp 3 lbs
-simple fishing pole, small tackle box (hooks, lines, sinkers, floats, and lures)
bedroll 1sp 5 lbs
flint and steel 1gp -
explorer's outfit 10gp 8 lbs
traveler's outfit 1gp 5 lbs
wet suit 8gp 4 lbs
tent, small 10gp 20 lbs
tent cover 15gp 15 lbs
waterproof bag 5sp 1/2 lb
Lesser Talisman of Good Fortune
Quick Runner's Shirt
Necklace of Air Adaptation
Ioun Stone , Dusty Rose Prism
Ring of the Trogdolyte


Trait: Campaign - Set Mind Every time that you’ve said you’d do something, you’ve made sure to follow through. You can’t remember a time when you weren’t this way. People have a hard time making you change your mind once you’ve set yourself on a certain path. You might be exceptionally stubborn or you may just have a particular determination. Either way, you’re going to keep doing what you set your mind to. The Bountiful Venture Company recognized this useful trait of yours and selected you for the second wave of colonists because of your great resolve and unswerving dedication to what you set your mind upon.

Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.

Trait: Oagan Diver You know how to operate the diving bells of Oagon at the mouth of the Black Flow. You’ve dived the streets of sunken Lirgen yourself, and you know what to expect. You gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Racial Traits:

+2 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence

Medium: Adaro are Medium creatures and receive no bonuses or penalties due to their size.

Blindsense: Adaros have blindsense with a range of 30 feet.

Darkvision: Adaros have darkvision with a range of 60 feet.

Low-Light Vision: Adaros benefit from low-light vision.

Natural Armor: Adaros have a +2 natural armor bonus.

Slow Speed: Adaros have a base speed of 10 feet.

Swim Speed: Adaros have a swim speed of 50 feet.

Amphibious: Adaros have the aquatic subtype, but they can breathe both water and air.

Poison Use: Adaros are skilled with poison and never risk accidentally poisoning themselves when applying poison to weapons.

Languages: Adaros begin play speaking Aquan and Common. Adaros with high Intelligence scores can choose from the following: Abyssal, Aklo, Draconic, Giant, Infernal, and Undercommon..

Kineticist info:

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

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.

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.[/b]

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.

Elemental Defense (Su):
At 2nd level, a kineticist gains her element’s defense wild talent
-Enveloping Winds
Element air; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.

Kineticist Blasts:

Electric Blast
Element : Air
Type simple blast (sp)
Level : -
Burn : 0
Blast Type : energy
Damage : electricty
You shoot an arc of electricity to shock a single foe.

Air Blast
Element : Air
Type simple blast (sp)
Level : -
Burn : 0
Blast Type : physical
Damage : bludgeoning
You batter a single foe with a gust of air.

Thunderstorm Blast
Element : Air
Type composite blast (sp)
Level : -
Burn : 2
Blast Type : physical
Damage : half bludgeoning, half electric
You batter a single foe with a gust of air crackling with electricity.

Utility Talents:

Basic Aerokinesis
Element : air
Type : utility (Sp)
Level : 1
Burn : 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Air's Reach
Element : air
Type : utility (Su)
Level : 1
Burn : —
When using air blasts, air wild talents, or composite blasts that include air, double the blast’s effective range. This effect applies after altering the range due to effects such as the extended range infusion. This doubles only the blast’s effective range, not the area of effect for infusions like cloud and cyclone.

Air Cushion
Element : air
Type : utility (Sp)
Level : 1
Burn : 0
You cushion a fall from any height. You are constantly under the effects of feather fall, and you count as one size category larger for the purpose of determining how you are affected by wind.

Element : air
Type : utility (Sp)
Level : 3
Burn : 0
You can galvanize the flow of electricity within your allies to enhance their speed. This acts as haste except it lasts for 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Wings of Air
Element : air
Type : utility (Sp)
Level : 3
Burn : 0
The air bends to your will, allowing you to soar to great heights. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

Form Infusions:

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.

Kinetic Blade
Element : universal
Type : form infusion
Level : 1
Burn : 1
Associated Blasts : any
Saving Throw : none
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Kinetic Whip
Element : universal
Type : form infusion
Level : 3
Burn : 2
Associated Blasts : any
Saving Throw : none

You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage.

Substance Infusions:

Thundering Infusion
Element : air
Type : substance infusion
Level : 1
Burn : 1
Associated Blasts : electric, thunderstorm
Saving Throw : Fort negates
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage.

Elemental Overflow +2 (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% × 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.

Infusion Specialization (Ex) 2:

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.


At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

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.


@1 Point Blank Shot/Precise Shot -You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

@3 Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

@5 Weapon Finesse Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

@7 Combat Reflexes
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.


[dice=Ranged vs Touch]1d20+9+2+1[/dice]

[dice=Melee vs Touch]1d20+9+2[/dice]

Burn3 (Dex/Con)
[dice=Ranged vs Touch]1d20+10+2+1[/dice]

Burn3 (Dex/Con)
[dice=Melee vs Touch]1d20+10+2[/dice]

[dice=Ranged vs AC]1d20+9+2+1[/dice]

[dice=Melee vs AC]1d20+9+2[/dice]

Burn3 (Dex/Con)
[dice=Ranged vs AC]1d20+10+2+1[/dice]

Burn3 (Dex/Con)
[dice=Melee vs AC]1d20+10+2[/dice]

Composite Blast (no burn)
[dice=Ranged vs AC]1d20+9+1[/dice]

Thundering Infusion
Burn2 DC19
Burn3 DC20