| Race |
Perc +12 (14) | Stealth +13 | |
| Classes/Levels |
25 ft | Hero 0/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2) |
| Gender |
Human Kineticist 8 (air/fire) | HP 103/112 | AC 26 (28) | F +18 (S>CS) R +15 W +14 | |
About Gamble Eigirsson
Kineticist 8
Medium Human Versatile Human Humanoid
Perception +12 (+2 initiative);
Languages Common, Skald
Skills Acrobatics +16, Athletics +17, Deception +11, Lore: Iomedae +14, Lore: Plane of Fire +10, Nature +12, Stealth +13
Str +3, Dex +3, Con +4, Int +0, Wis +2, Cha +1
Items +1 Studded Leather, Gate Attenuator, Underbrush Cloak, Charm of Resistance - Fire, Bracelet of Dashing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Potion of Water Breathing, Healing Potion (Lesser) (4), Healer's Toolkit (Expanded), Glow Rod, Steel Shield (Hardness 8, HP 64, BT 32)
AC 26 (28 with shield raised); Fort +18, Ref +15, Will +14
HP 112; Resistances: Fire 5
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Melee Morningstar +13 (Versatile P), Damage 1d6+3 B
Weapon Infusion (Infusion, Kineticist) With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing - whichever suits the weapon shape - and you can choose other alterations depending on whether you make a melee or ranged blast. Melee: Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged: Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait.
Aerial Boomerang (Air, Impulse, Kineticist, Primal) A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang. On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it. Level (+2) The damage increases by 1d4.
Flying Flame (Fire, Impulse, Kineticist, Primal) A Tiny shape of flame appears, taking a form of your choice— such as a bird, an arrow, or a simple sphere. It Flies from you up to 30 feet in a path you choose. Each creature it passes through takes 1d6 fire damage with a basic Reflex save against your class DC. A creature attempts only one save, even if the flame passes through it multiple times. Level (+2) The damage increases by 1d6.
Lightning Dash (Air, Electricity, Impulse, Kineticist, Move, Overflow, Polymorph, Primal) For an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyone in your way. You propel yourself forward in a 30-foot line. You can move through creatures during this movement, and this movement doesn’t trigger reactions that are triggered by movement. Each creature you move through takes 2d12 electricity damage with a basic Reflex save against your class DC. You return to your normal form in the final square of the line. If you’re in the air, you fall unless you have a fly Speed. Level (+3) The length of the line increases by 5 feet, and the damage increases by 1d12.
Ash Strider (Air, Fire, Impulse, Kineticist, Overflow, Polymorph, Primal, Composite) You discorporate into a cloud of whirling ash and Stride. If you have a fly Speed, you can Fly instead. This movement doesn't Trigger reactions, you can move through occupied spaces and tiny cracks, and you ignore any difficult terrain and greater difficult terrain that wouldn't impede smoke. The first creature you pass through during this movement takes 3d6 fire damage with a basic Reflex save against your class DC. Ash lingers around you after your movement is complete, granting you concealment until the start of your next turn. Level (+2) The damage increases by 1d6.
Burning Jet (Fire, Impulse, Kineticist, Primal) A condensed burst of flame shoots behind you, propelling you forward with its sheer force. Stride up to 40 feet in a straight line. Movement from this impulse ignores difficult terrain and doesn't Trigger reactions. Level (6th) The maximum distance of the Stride is 60 feet. You can choose to Leap up to 40 feet in any direction instead of Striding. If you're in the air at the end of this Leap, you fall normally. Level (10th) As 6th level, but you hover briefly after leaping into the air. If you Leap, you don't fall until the end of your next turn. If you use Burning Jet again on a subsequent turn, you remain airborne.
Blazing Wave (Fire, Impulse, Kineticist, Overflow, Primal) Flames flow out of you in a cascade, engulfing everyone in a 30-foot cone. Each creature in the area takes 4d6 fire damage with a basic Reflex save against your class DC. A creature that critically fails its save is knocked prone. Level (+2) The damage increases by 1d6.
Clear As Air (Air, Illusion, Impulse, Kineticist, Overflow, Primal) Compact layers of air diffract and bend light around your body, making you appear as clear as the sky on a perfect day. You become invisible until the end of your next turn. You can Sustain the impulse. If you use a hostile action, the impulse ends after that action is completed. If you activate your kinetic aura, the impulse conceals its elements, though any Special effects of your aura might give away your location. This impulse weakens if you use it too frequently. Using it again within 10 minutes makes you concealed instead of invisible. Level (10th) The impulse doesn't end if you take a hostile action, but if you're invisible, you become concealed instead of invisible until the start of your next turn. Level (16th) Taking a hostile action has no effect on the impulse.
Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet • Earth 1d8 bludgeoning or piercing, 30 feet • Fire 1d6 fire, range 60 feet • Metal 1d8 piercing or slashing, 30 feet • Water 1d8 bludgeoning or cold, 30 feet • Wood 1d8 bludgeoning or vitality, 30 feet Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die.
Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances. • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element. • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door. Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Extract Element (Impulse, Kineticist, Primal) You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. Critical Success The creature is unaffected. Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first. Failure As success, but the creature takes full damage. Critical Failure As failure, but the creature takes double damage. Level (+2) The damage increases by 1d4.
Gate Attenuator (Invested, Magical) Activate (concentrate) Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you’re a kineticist and the spell’s element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element’s trait if it doesn’t already have it: air - gust of wind, earth - pummeling rubble, fire - dehydrate, metal - thunderstrike, water - snowball, or wood - flourishing flora.
Underbrush Cloak (Invested, Magical) Activate One with the Woods (manipulate) Frequency once per day; Effect For the next minute, you ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth.
Bracelet of Dashing (Invested, Magical) Activate Jangling Dash (concentrate) Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.
Glow Rod (Alchemical, Consumable, Light) Activate Manipulate
Additional Feats Additional Lore, Breath Control, Clever Improviser, Incredible Initiative, Powerful Leap, Steady Balance, Terrain Stalker, Toughness, Untrained Improvisation, Versatile Blasts
Additional Specials Gate's Threshold (Level 5) (Expand the Portal), Impulses, Junction (Not Selected), Kinetic Aura, Kinetic Durability, Kinetic Gate (Dual Gate), Kineticist Element (Air Element), Kineticist Element (Fire Element), Terrain Stalker (Rubble)