Cleric of Pharasma

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Goblin Squad Member. Pathfinder Adventure Path Subscriber. Organized Play Member. 134 posts (146 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.



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Aaron Shanks wrote:
To clarify, the PDF discount only applies if you own the PZO2033 Pathfinder Adventure Path: Abomination Vaults compilation, not the 3 separate volumes.

Oof. It feels really bad that those of us who helped make AV such a wide spread success that y'all republished it again don't get appreciated. This has made me significantly reconsider if I want to support Paizo products on Foundry.


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Pathfinder Adventure Path Subscriber

Eleven:

Eleven CR 3
XP 800
Female Young Human Telekineticist 5
NG Small humanoid (human)
Init +2; Senses Perception +4

----- Defense -----
AC 16, touch 14, flat-footed 14 (+2 armor, +1 deflection, +2 Dex, +1 size)
hp 43 (5d8+15);
Fort +7, Ref +7, Will +1

----- Offense -----
Speed 30 ft.
Melee mwk club +6 (1d4+1)
Ranged telekinetic blast +6 (3d6+5)
Special Attacks kinetic blast, metakinesis (empower)
Wild Talents Known
Defense-force ward
Infusions-bowling infusion, extended range, pushing infusion
Blasts-telekinetic blast (3d6+5)
Utility-basic telekinesis, kinetic healer, telekinetic haul

----- Tactics -----
Before Combat Eleven applies her oil of bless weapon before ambushing creatures from the Upside Down. If she can't apply it before hand, she does so in her first round combat. When dealing with day to day threats, she prefers to use her telekinetic powers to try and intimidate foes.
During Combat Eleven keeps her distance using her telekinetic blast to attack while trying to keep her friends safe. If things start to go poorly she will try to help her friends get to safety by using her telekinetic haul and bowling infusion to open distance. She only engages in melee combat if cornered or protecting a friend.
Morale If any of her allies are knocked unconscious or killed, Eleven will try to get everyone to safety, even at the cost of her own life.

----- Statistics -----
Str 12, Dex 14, Con 15, Int 11, Wis 9, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Defiant Luck, Lookout, Self-sufficient, Stealth Synergy
Skills Acrobatics +3 (-1 to jump), Bluff +1, Disguise +5, Heal +1, Intimidate +5, Perception +4, Sense Motive +0, Sleight of Hand +5, Stealth +11, Survival +6
Languages Common
SQ burn (1 point/round, max 5), elemental overflow +1, gather power, infusion specialization 1
Combat Gear oil of bless weapon, potion of cure light wounds (2); Other Gear mwk leather armor, mwk club, ioun torch ioun stone, lesser talisman of sealed summons (evil), backpack, ball (2 in.) (3), bedroll, belt pouch, canteen, explorer's outfit, knife, ladle, local seasonings, pot, skewer, skillet, tinder packet, travel cake mix, tripod, iron, waffle iron, wooden cutting board, 45 gp, 3 sp, 6cp

----- Special Abilities -----
Burn (Ex) Eleven can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. For each point of burn she accepts she suffers 1 point of nonlethal damage per character level. This damage cannot be ignored or altered and can only be healed by getting a full night's rest. This damage presents itself in the form of nose bleeds.
Elemental Overflow (Ex) Eleven can accept burn in order to gain +1 on attack rolls and +2 on damage rolls with her kinetic blasts.
Force Ward (Su) Eleven can surround herself with a ward of force. This gives her 5 temporary hit points. If an attack deals less damage than she still has as temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, Eleven can increase the maximum number of temporary hit points provided by 2 until the next time burn is removed. This ability can be used multiple times, with the increases stacking. For every 2 points of burn accepted this way, force ward's rate of regeneration increases by 1 hit point per minute. When Eleven accepts burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and the force ward recovers 5 temporary hit points, up to its current maximum. This ability can be dismissed or restored as an immediate action, but doing so doesn't change the number of temporary hit points available, and the temporary hit pionts don't recover while this ability is inactive.
Gather Power (Su) If she has both of her hands free, Eleven can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on Eleven as the energy swirls around her. Gathering power in this way allows Eleven to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. She can 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 Eleven takes damamge during or after gathering power and before using the kinetic blast that releases it, she must secceed at ta 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 Specialization 1 (Ex) Whenever Eleven uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the toal cost of the infusions used below 0.
Kinetic Healer (Sp) With a touch, Eleven can heal a willing living creature of an amount of damage equal to her kinetic blast's damage. Instead of paying the burn cost herself, she can cause the recipient to take 1 point of burn. If she does so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; this damage can't be healed by any means until the recipient takes a full night's rest.
Metakinesis (Su) Eleven can 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).
Telekinetic Blast (Sp) Eleven throws a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 25 pounds. If the attack hits, the target and the thrown object each take 3d6+5. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals the blast damage. Alternatively, she can loosen the strands of aether in order to deal damage to both the target as though she had thrown the object herself (instead of dealing her normal blast damage).
Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weighs up to 500 pounds. When using her telekinetic blast, she can throw an object weighing up to 500 pounds, but this doesn't increase the damage. If she accepts 1 point of burn, the maximum weight increases to 5,000 pounds and the duration increases to 5 minutes.

I went with the theory that Eleven shouldn't be too powerful as she's still learning to control her powers and she is still pretty young. She's fiercely local to her friends but considers herself a type of guardian, protecting people from the extra-dimensional threats of the Upside Down.


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Pathfinder Adventure Path Subscriber
SkyHaussmann wrote:


This would seem to indicate that a mounted archer would only get one attack after his mount moves a full move action. Can someone show me where the rule the guys above is located?

From page 202 in the Core Rulebook:

You can use ranged weapons while your mount is taking a
double move, but at a –4 penalty on the attack roll. You can
use ranged weapons while your mount is running (quadruple
speed) at a –8 penalty. In either case, you make the attack roll
when your mount has completed half its movement. You can
make a full attack with a ranged weapon while your mount is
moving.

Mounted Skirmisher is meant to apply to melee attacks, not ranged.


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Pathfinder Adventure Path Subscriber
RedXian wrote:


My take is; that a Cure Light Wounds Potion that costs 50gp is the same as a CLW spell that is cast at Caster Level 1. Which will only heal 1d8+1 points of damage. A Caster Level 3 Cure Light Wounds Potion costs 150gp and will heal 1d8+3 points of damage.

....
the formula 25gp x Spell Level x Caster Level.

You are correct sir. All prebuilt potions are assumed at minimum level.