Hanspur

Gage the Unseen's page

43 posts. Organized Play character for Faelyn.


Full Name

Gage Duskcreek

Race

Halfling

Classes/Levels

1st Level Kineticist | HP 11/11 | AC 16 | T 14 | FF 13 | CMD 12 | Fort +6 | Ref +6 | Will +2 | Init +3 | Perc +7 | Burn: 0/6

Gender

Male

Size

Small

Age

34

Special Abilities

Burn; Elemental Focus; Gather Power; Infusions; Kinetic Blast

Alignment

Chaotic Neutral

Deity

Thamir Gixx

Location

Absalom

Languages

Taldan, Halfling, Gnome, Goblin

Occupation

Locksmith

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 9

About Gage the Unseen

Gage the Unseen
Male Halfling Kineticist 1
Chaotic Neutral Humanoid
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 Armor, +1 Size)
hp 12
Fort +6, Ref +6, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Hanbo +1 (1d4/x2)
Cold Iron Dagger +1 (1d3/19-20/x2)
Kinetic Blade +1 (1d6+4/x2)
Ranged
Cold Iron Dagger +4 (1d3+1/19-20/x2) 10 ft.
Telekinetic Blast +4 (1d6+4/x2) 30 ft.
Extended Reach Telekinetic Blast +4 (1d6+4/x2) 120 ft.
Special Attacks Telekinetic Blast
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 16, Int 14, Wis 12, Cha 9
Base Atk +0; CMB -1; CMD 12
Feats Point-Blank Shot
Skills
Acrobatics +7, Appraise +2, Climb +0, Craft: Locksmith +6, Disable Device +10, Escape Artist +3, Knowledge (Local) +7, Perception +7, Sense Motive +1, Sleight of Hand +8, Stealth +11, Swim +0, Use Magic Device -1
Languages Common, Halfling, Goblin, Gnome
SQ Burn, Elemental Focus (Aether), Gather Power, Infusions, Kinetic Blast (Telekinetic Blast)
Other Gear Walking Stick (Hanbo), Spring-Loaded Wrist Sheath (Cold Iron Dagger), Spring-Loaded Wrist Sheath (Kerambit), Lamellar Cuirass, Masterwork Backpack (Bedroll, Blanket, Flint & Steel, Grooming Kit, Mess Kit, Halfling Trail Rations (4), Pipe Tobacco and pouch, Pipe, Inkpen w/ Ink, Journal, Silk Rope (50 ft.), Waterskin), Belt Pouch (Masterwork Thieves Tools), Belt Pouch (Hip Flask), Bandolier (Deck of Cards (54), Signal Whistle, Potion of CLW, Antiplague, Antitoxin, Wand of Infernal Healing - 50/50), Bandolier (Kerambit x8)
0pp 176gp 2sp 0cp
--------------------
Traits
--------------------
Gold Finger: Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. Benefit: You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.

Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Benefit: Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you. Selected Knowledge: Local
--------------------
Special Abilities
--------------------

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.

Elemental Defense (Su): At 2nd level, a kineticist gains her element’s defense wild talent ( the descriptions of defense wild talents begin on page 16).

Elemental Overflow (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): 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.

Metakinesis (Su): 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.

Aether Element:
Kineticists who focus on the element of aether—a rare substance formed when elemental energy affects the Ethereal Plane—are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.

Wild Talents
Simple Blast – Telekinetic blast
Composite Blasts – Aetheric boost, Force blast
Defense – Force Ward
1st – Basic telekinesis, Draining infusion†, Extended range†, Kinetic blade†, Kinetic cover, Kinetic fist†, Kinetic healer, Pushing infusion†, Skilled kineticist, Telekinetic finesse
2nd – Bowling infusion†, Skilled kineticist, greater , Telekinetic haul
3rd - Elemental grip, Extreme range†, Flurry of blasts†, Foe throw†, Force hook†, Kinetic whip†, Mobile blast†, Self telekinesis, Snake†, Telekinetic invisibility, Touchsight
4th - Expanded defense, Telekinetic maneuvers
5th - Aether puppet, Force barrier, Grappling infusion†, Kinetic form, Self telekinesis, Greater, Spark of life, Touchsight, Reactive, Wall†
6th - Disintegrating infusion†, Ride the blast, Suffocate
7th - Spell deflection
8th - Many throw†, Reverse shift, Telekinetic deflection, Telekinetic globe
9th - N/A


--------------------
Standard Racial Traits:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Fleet of Foot): Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Offense Racial Traits:
Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity.

Senses Racial Traits:
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


--------------------
Background:
The Duskcreek family were once slaves that belonged to a Chelish noble family years ago. They were brutally mistreated and soon turned to the veneration of Thamir Gixx. Eventually they were able to escape with the aid of the Bellflower Network and quickly absconded to Absalom. Initially the Shadekey family made a name for themselves with their natural skill at thievery and lockpicking; however, they learned from others that setting up a legitimate business often helps keep The Guard off your back and the Duskcreek Lock and Key was established. It was a simple, yet ingenious way to continue with the family tradition all the while maintaining an honest front.

Gage was yet another son born into the family tradition; he learned early on how to pick locks and even how to craft them.

Description:

Reference Image
Height 3’ 4” Weight 37 lbs
Skin Tanned Eyes Dark Blue Hair Brown

Gage is rather unassuming for a halfling, and that can be saying quite a bit, but he is much taller than most. He keeps brown hair cropped short and his face is clean-shaven. His eyes are a dark blue that look almost black from a distance; it's only up close that you can really determine their true color. He has a few visible tattoos in the Varisian style.

PFS Character Information:

PFS#: 13693-9
Faction: The Exchange
XP: 1
Fame: 2
Prestige: 0/2
Inventory Tracking Sheet
Scenarios:
The Consortium Compact [1 XP, 2 PP, 510gp, 0gp Day Job] Chronicle Sheet
- Boons:
- Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
- Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.