Bard

Flint Jaycen's page

268 posts. Organized Play character for EwokBanshee.


Full Name

Flint Jaycen

Race

| HP: -9/51 | AC: 17 (13 Tch, 14 FF) DR: 3| CMB: +1, CMD: 13 | F: +12, R: +8, W: +4 | Init: +5 | Perc: +8, SM: +1

Classes/Levels

| Speed 20ft | Burn: 8/9 |

Bot Me!:
[dice=Elemental Blast @ ]1d20+8[/dice] [dice=Damage]2d6+11[/dice]

Gender

M NN Dwarf Kineticist 4

Strength 7
Dexterity 16
Constitution 22
Intelligence 10
Wisdom 13
Charisma 5

About Flint Jaycen

Name: Flint Jaycen
240237-9
Sex: M Race: Dwarf Class/Level: Kineticist 4
Alignment: NN Size: M Type: Humanoid
Init +5; Senses: Dark vision, Perception +8 (+2 Stonecunning)
Favored Class Bonus: +1 skill
Languages: Common, Dwarf

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)
DR 2 (3 with burn)
HP 51 (5(1d8) +6 Con +1 Toughness)
Fort +12, Ref +8, Will +4

OFFENSE
Speed 20ft

Melee
Battleaxe +1 (1d8-2, x3)

Ranged
Elemental Blast +8 (2d6+11, 30ft)
Bullrush +8

STATISTICS:

Str 7 (-2), Dex 16 (+3), Con 22 (+6), Int 10 (+0), Wis 13 (+1), Cha 5 (-3)
BAB +3, CMB +1, CMD 13

Feats, Traits, Racial:

Feats
Toughness:For every Hit Die you possess beyond 3, you gain an additional +1 hit point.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
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Traits
Indomitable Faith:You gain a +1 trait bonus on Will saves.
Reactionary:You gain a +2 trait bonus on initiative checks.

Racial Abilities
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Unstoppable: They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
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.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

Skills:
(4+1 skill points/level)
+1 to aid another
Mod Ranks Attribute Name of Skill
+7 1 (dex) Acrobatics
+0 0 (int) Appraise
-3 0 (cha) Bluff
+2 1 (str) Climb
+0 0 (int) Craft
-3 0 (cha) Diplomacy
-- 0 (dex) Disable Device
-3 0 (cha) Disguise
+5 2 (dex) Escape Artist
+3 0 (dex) Fly
-- 0 (cha) Handle Animal
+5 1 (wis) Heal
+1 1 (cha) Intimidate
-- 0 (int) Knowledge (Arcana)
+5 2 (int) Knowledge (Dungeoneering)
-- 0 (int) Knowledge (Engineering)
-- 0 (int) Knowledge (Geography)
-- 0 (int) Knowledge (History)
-- 0 (int) Knowledge (Local)
-- 0 (int) Knowledge (Nature)
-- 0 (int) Knowledge (Nobility)
-- 0 (int) Knowledge (Planes)
-- 0 (int) Knowledge (Religion)
-- 0 (int) Linguistics
+8 4 (wis) Perception (+2 against traps and hidden doors in stone)
-3 0 (cha) Perform
+9 1 (wis) Profession
+3 0 (dex) Ride
+1 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
-- 0 (int) Spellcraft
+7 1 (dex) Stealth
+1 0 (wis) Survival
+0 2 (str) Swim
+4 4 (cha) Use Magic Device

Class Abilities:

Elemental Focus: Earth

Burn: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. A kineticist can accept only 1 point of burn per round. 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

Kinetic Blast (0 Burn): 30 foot range. 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. Bludgeoning, piercing, or slashing.

Gather Power: If she has both hands free, a kineticist can gather 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 ematter 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.

Pushing, Substance Infusion (Burn 1): 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.

Elemental Defense: Flesh of Stone (0/1 Burn): 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.

Utility Wild Talent: Kinetic Cover: 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.

Impale, Form Infusion (Burn 2): 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.

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.

Utility Wild Talent: Earth Climb: You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.

Combat Gear
Mithral Shirt, Battleaxe

Other Gear:

Masterwork Artisan's Tools, Silk Rope (50 ft), Wandermeal (5), Masterwork Backpack, Smelling Salts, [Snapleaf], Belt of Constitution, [Quick Runner's Shirt], [Boots of Striding and Springing], [Gauntlets of the Skilled Maneuver], Cloak of Resistance

Wands:
Cure Light Wounds (47)

Potions: Touch of the Sea, Cure Moderate Wounds

Money
32 GP

Boons:

Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.

Description:

History: