Viktor

Gabriel Balca's page

129 posts. Alias of dwilhelmi.


Full Name

Gabriel Balca

Race

HP 186/186 + 50 Temp - 75 NL || AC 36 T 26 FF 26 || Fort +21 Ref +24 Will +12 ||

Classes/Levels

CMD 32 (+2 vs dirty trick) || Per + 29 || Init +21 || Internal Buffer 2

Gender

Male Human Kineticist 15 ||

Age

86

Strength 6
Dexterity 30
Constitution 25
Intelligence 24
Wisdom 14
Charisma 10

About Gabriel Balca

Backstory:

Gabriel used to revel in his power. Who wouldn't? The sheer joy of being able to move things with his mind alone was intoxicating, and always had been. Eventually, he became able to be invisible at will, and after that gained constant flight. He could pick any lock, even without touching it. He could even animate just about any object he came across to do his bidding. He spent his adventuring days always in flight, never picking things up or moving things on his own. Sometimes he would even pretend to be a friendly haunting, remaining invisible, flying around, and moving things, without anybody knowing it was a real living person. Such fun.

Power, though, it comes at a price. For Gabriel, he found that decades of relying fully on his power for any task left him in a feeble state physically. He never walked, he never picked anything up, he never really did much of anything with his body, and doing that for long enough had actually caused his muscles to atrophy. Now, he can barely walk, and only with a cane; he has a little bit of strength left, particularly when he has aether coursing through his muscles, but even then it isn't enough to even wear a decent set of armor. His physical degradation even ended up impacting his abilities - he couldn't seem to fly as fast as he once could, and his blasts weren't as accurate or as powerful as before.

As a result, Gabriel now has a love-hate relationship with his powers. The thrill is still there, every time he moves something to his hands; flight is still a helpful tool for moving around when he just doesn't have the strength to walk. However, when you've spent your whole life taking your strength for granted, only to deprive yourself of it, you find yourself wanting to hold on to what you can. So he doesn't fly as much as he used to, choosing to walk when he can, even if it means using a cane. He still moves things closer to him with his mind, but then picks them up and uses them under his own strength if he can.

He owns a bar, now, and tends it himself. You can usually find him there, wiping the counter, with his cane nearby. Retired. He hates that word, but that's what it is. He can't keep up with the younger adventurers anymore, even though he still knows he could bloody well take any of them in a fight. Can't exactly walk around a dungeon with a cane. If it came down to it, for the right cause, he might still venture out. Maybe that'll happen someday. For now, though, he'll just swig some ale and wipe the counter some more. At least he can still keep a good bar.

Personality:

Gabriel has the soul of a trickster deep down; he enjoys messing with people's minds, and the occasional prank or two. These days, a lot of that playfulness is covered up with a grumpy exterior. He is in pain a lot, of his own choice, because of how much he tries to use his muscles. This pain, and the fact that he has to do it at all, leaves him often short and snippy with others; when he is relaxed, though, his old playful nature still comes out.

He is a worshipper of sorts of Cayden Cailean, though not a terribly devout one. He does try to keep up with his drinking, though. A bartender who is a worshiper of Cailean kinda has to, really. Not enough to ever cross the line into drunkenness, at least usually, but it isn't uncommon to see him with a flask.

Appearance:

Always thin and lanky, the deterioration of his muscles has simply accentuated this, making him skinnier than ever. Despite that, he still has a stoutness to him, a strength that has nothing to do with muscles; you can see it best in his eyes, which are still clear as a bell. He doesn't have much hair left naturally, but what he does have he keeps shaved off anyway. His skin is leathery and spotted.

He can usually be seen walking with his cane in hand, a nice but well worn piece of wood. He moves slowly, with short steps and a light limp. When he flies, though, there is a gracefulness to him, a sense that motion is simply effortless.

Normal Character Sheet:

Gabriel Balca
Human (Varisian) telekineticist 15/VMC wizard
CG Medium humanoid (human)
Init +21; Senses Perception +29
--------------------
Defense
--------------------
AC 36, touch 26, flat-footed 26 (+4 armor, +2 deflection, +10 Dex, +3 enhancement, +1 insight, +2 natural, +4 shield)
hp 186+50Temp-75NL
Fort +21, Ref +24, Will +12
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 15 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize, quicken)
Spell-Like Abilities (CL 15th; concentration +15)
. . Constant—feather fall, fly
Wizard Spell-Like Abilities (CL 15th; concentration +15)
. . At will—detect magic
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—bowling infusion, extended range, extreme range, snake, magnetic infusion, pushing infusion
. . Blasts (Includes +4 enhancement bonus from ABP, and -4 from Feeble Arms)—charged water blast (+26 16d6+33 ½ electricity and ½ bludgeoning), electric blast (+26 touch 8d6+13 electricity), telekinetic blast (+26 8d6+25), water blast (+26 8d6+25)
. . Utility—aether puppet, air cushion, basic aerokinesis, basic hydrokinesis, basic telekinesis, celerity, force barrier, ride the blast, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, wings of air
--------------------
Statistics
--------------------
Str 6, Dex 30, Con 25, Int 24, Wis 14, Cha 10
Base Atk +11; CMB +5 (+9 dirty trick); CMD 32 (34 vs. dirty trick)
Feats Alertness, Combat Expertise, Craft Staff, Extra Wild Talent[OA], Greater Dirty Trick[APG], Improved Dirty Trick[APG], Improved Precise Shot, Point-Blank Shot, Precise Shot, Staff-like Wand[UM]
Traits pragmatic activator, vagabond child (urban)
Skills Acrobatics +28 (+20 to jump), Bluff +15, Disable Device +31, Escape Artist +31, Fly +25, Intimidate +18, Perception +29, Profession (barkeep) +20, Sense Motive +21, Sleight of Hand +28, Spellcraft +22, Stealth +28, Survival +17 (+22 when tracking, +19 to avoid becoming lost), Use Magic Device +25
Languages Abyssal, Aquan, Auran, Common, Draconic, Infernal, Varisian
SQ burn (4 points/round, max 10), elemental overflow +5, expanded element (air), expanded element (water), forewarned, gather power, infusion specialization 4, internal buffer 2, manifest dreams, prescience, recurring dream, specialized school (foresight[APG]), supercharge
Combat Gear cape of the mountebank, wand of alarm (50 charges), wand of cure light wounds (50 charges), wand of dispel magic (50 charges), wand of endure elements (50 charges), wand of enervation (50 charges), wand of glitterdust (50 charges), wand of mage armor (50 charges), wand of magic missile, wand of rope trick (50 charges), wand of silent image (50 charges), wand of touch of the sea (50 charges); Other Gear +3 mithral buckler, dusty rose prism ioun stone, eastern star ioun stone, bag of holding iii, campfire bead[APG], efficient quiver, handy haversack, hat of disguise, greater, lenses of detection, lesser talisman of good fortune[OA], lesser talisman of life's breath[OA], lesser talisman of sealed summons (evil)[OA], ring of sustenance, sandals of quick reaction, vest of escape, gloves of prestidigitation, wayfinder[ISWG], bedroll, blanket[APG], chalk, compass[APG], bottomless drinking flask (worth 1,600 gp), flint and steel, hemp rope (100 ft.), small tent, twine (50')[APG], 4,821 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Aether Puppet (Sp) Create Animated Objects
Aetheric Boost (Sp) Level 7; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Bowling Infusion Blast also trips foes.
Burn 4/round (15 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Cantrip (Detect Magic, At will) (Sp) Cast selected cantrip at will.
Celerity (Sp) Benefits from haste for 1 round
Charged Water Blast (Sp) Level 7; Burn 2
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Electric Blast (Sp) Level 7; Burn 0
Elemental Overflow +5/+10 (Max +5, +2 CON, +4 DEX, +2 STR, 25% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foe Throw (DC 27) Throw a creature if it fails its save.
Force Barrier (Sp) Force barrier turns into a wall of force.
Foresight Associated School: Divination
Forewarned 7 (Su) Can always act in surprise rounds.
Fortification 25% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infusion Specialization 4 (Ex) Reduce burn cost of blasts with infusions by 4
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Manifest Dreams (Su) You can reshape your familiar every morning.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (10/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Ride the Blast (Sp) Travel along with your blast attack.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Staff-Like Wand Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Blast (Sp) Level 7; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Water Blast (Sp) Level 7; Burn 0
Wings of Air (Sp) You are constantly under the effects of fly.
Feeble Arms -4 penalty on weapon attacks and damage rolls, and you automatically fail Strength checks.
Weak Legs Your movement speed is halved.

--------------------

Anton
Greensting scorpion (sage, figment)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft., scent; Perception +20
Evolutions Flight (Wings), Scent
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 46 (1d8)
Fort +9, Ref +12, Will +5
Immune mind-affecting effects; SR 20
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (good)
Melee sting +16 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 20, Wis 10, Cha 2
Base Atk +11; CMB +12; CMD 18 (30 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Fly +20, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +16, Perception +20, Stealth +20, Survival +10; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Auran, Common, Triaxian, Undercommon, Varisian
SQ manifest dreams, recurring dream
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (30 feet, Good) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Manifest Dreams (Su) You can reshape your familiar every morning.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (20) You have Spell Resistance.

Unbuffed Character Sheet:

Gabriel Balca
Human (Varisian) telekineticist 15/VMC wizard
CG Medium humanoid (human)
Init +19; Senses Perception +29
--------------------
Defense
--------------------
AC 26, touch 24, flat-footed 18 (+2 deflection, +8 Dex, +3 enhancement, +1 insight, +2 natural)
hp 171
Fort +20, Ref +22, Will +12
--------------------
Offense
--------------------
Speed 15 ft.
Special Attacks kinetic blast, metakinesis (empower, maximize, quicken)
Spell-Like Abilities (CL 15th; concentration +15)
. . Constant—feather fall, fly
Wizard Spell-Like Abilities (CL 15th; concentration +15)
. . At will—detect magic
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—bowling infusion, extended range, extreme range, snake, magnetic infusion, pushing infusion
. . Blasts (Includes +4 enhancement bonus from ABP, and -4 from Feeble Arms)—charged water blast (+19 16d6+22 ½ electricity and ½ bludgeoning), electric blast (+19 touch 8d6+3 electricity), telekinetic blast (+19 8d6+14), water blast (+19 8d6+14)
. . Utility—aether puppet, air cushion, basic aerokinesis, basic hydrokinesis, basic telekinesis, celerity, force barrier, ride the blast, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, wings of air
--------------------
Statistics
--------------------
Str 4, Dex 26, Con 23, Int 24, Wis 14, Cha 10
Base Atk +11; CMB +4 (+8 dirty trick); CMD 29 (31 vs. dirty trick)
Feats Alertness, Combat Expertise, Craft Staff, Extra Wild Talent[OA], Greater Dirty Trick[APG], Improved Dirty Trick[APG], Improved Precise Shot, Point-Blank Shot, Precise Shot, Staff-like Wand[UM]
Traits pragmatic activator, vagabond child (urban)
Skills Acrobatics +26 (+18 to jump), Bluff +15, Disable Device +29, Disguise +10, Escape Artist +29, Fly +23, Intimidate +18, Perception +29, Profession (barkeep) +20, Sense Motive +21, Sleight of Hand +26, Spellcraft +22, Stealth +26, Survival +17 (+22 when tracking, +19 to avoid becoming lost, +19 to avoid becoming lost when using this), Use Magic Device +25
Languages Abyssal, Aquan, Auran, Common, Draconic, Infernal, Varisian
SQ burn (4 points/round, max 10), elemental overflow +5, expanded element (air), expanded element (water), forewarned, gather power, infusion specialization 4, internal buffer 2, manifest dreams, prescience, recurring dream, specialized school (foresight[APG]), supercharge

--------------------
Special Abilities
--------------------
Aether Puppet (Sp) Create Animated Objects
Aetheric Boost (Sp) Level 7; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Bowling Infusion Blast also trips foes.
Burn 4/round (15 nonlethal/burn, 10/day) Burn HP to gain greater effects on your wild talents.
Cantrip (Detect Magic, At will) (Sp) Cast selected cantrip at will.
Celerity (Sp) Benefits from haste for 1 round
Charged Water Blast (Sp) Level 7; Burn 2
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Electric Blast (Sp) Level 7; Burn 0
Elemental Overflow +5/+10 (Max +5, +2 CON, +4 DEX, +2 STR, 25% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Range Kinetic blast has range of 120ft.
Extreme Range Kinetic blast has range of 480ft.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Foe Throw (DC 27) Throw a creature if it fails its save.
Force Barrier (Sp) Force barrier turns into a wall of force.
Foresight Associated School: Divination
Forewarned 7 (Su) Can always act in surprise rounds.
Fortification 25% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greater Dirty Trick Dirty Trick penalty lasts 1d4 rds, +1 per 5 over CMD and takes a standard action to remove.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Infusion Specialization 4 (Ex) Reduce burn cost of blasts with infusions by 4
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Magnetic Infusion Blast makes target magnetic, meaning metal weapons are at +4 to hit them
Manifest Dreams (Su) You can reshape your familiar every morning.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prescience (10/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Pushing Infusion Your kinetic blasts makes Bull Rush CMB using Con.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Ride the Blast (Sp) Travel along with your blast attack.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Staff-Like Wand Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster level
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Blast (Sp) Level 7; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Water Blast (Sp) Level 7; Burn 0
Wings of Air (Sp) You are constantly under the effects of fly.
Feeble Arms -4 penalty on weapon attacks and damage rolls, and you automatically fail Strength checks.
Weak Legs Your movement speed is halved.