Shoanti

Gatekeeper Io's page

63 posts. Alias of rungok.


Full Name

Gatekeeper Io

Race

Init +3; Perception +12; Burn 3/round (9 nonlethal/burn, 11/day)

Classes/Levels

AC:23 T:14 FF:20; HP:162/162; Fort +16, Ref +11, Will +5;

Size

Medium

Strength 10
Dexterity 16
Constitution 26
Intelligence 10
Wisdom 10
Charisma 10

About Gatekeeper Io

Gatekeeper Io
Human telekineticist 9 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +3; Senses Perception +12
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Defense
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AC 23, touch 14, flat-footed 20 (+6 armor, +1 deflection, +3 Dex, +3 natural)
hp 162 (9d8+90)
Fort +16, Ref +11, Will +5; +1 trait bonus vs. illusion effects.
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Offense
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Speed 30 ft.
Melee unarmed strike +6/+1 (1d3 nonlethal)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 17), kinetic blade, kinetic whip, snake
. . Blasts—force blast (5d6+4 force plus 1d6), telekinetic blast (5d6+13 plus 1d8)
. . Utility—basic telekinesis, kinetic healer, self telekinesis, telekinetic finesse, telekinetic haul, telekinetic maneuvers
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Statistics
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Str 10, Dex 16, Con 26, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +6; CMD 23
Feats Deadly Aim, Defensive Combat Training, Extra Wild Talent[OA], Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (kineticist blast)
Traits hardly a fool, mutant eye
Skills Acrobatics +11, Bluff +0 (-1 vs. humanoids that can see your third eye), Diplomacy +0 (-1 vs. humanoids that can see your third eye), Heal +12, Intimidate +12, Knowledge (engineering) +12, Perception +12, Sense Motive +2 (Additional +2 to notice if a creature is under a mind-affecting effect), Sleight of Hand +15, Stealth +10, Use Magic Device +12 (+22 to activate a scroll or spell trigger item based on Cure Light Wounds)
Languages Common
SQ burn (3 points/round, max 11), elemental overflow +3, expanded element (aether), gather power, infusion specialization 2, internal buffer 1
Combat Gear wand of cure light wounds (7), wand of shield (50 charges), wand of summon monster i; Other Gear +2 darkleaf cloth lamellar (leather) armor[UC], amulet of natural armor +2, belt of mighty constitution +4, efficient quiver, kineticist's diadem (lesser), clear[OA], ring of sustenance, wand key ring[ACG], backpack, blanket[APG], trail rations (20), waterskin, 142 gp, 6 sp
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Special Abilities
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Burn 3/round (9 nonlethal/burn, 11/day) Burn HP to gain greater effects on your wild talents.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Foe Throw (DC 17) Throw a creature if it fails its save.
Force Blast (Sp) Level 4; Burn 2
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
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Healer (Sp) Heal others equal to your blast damage
Kinetic Whip Form a kinetic blade with reach.
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.
Self Telekinesis (Sp) You use your telekinetic abilities to move yourself.
Snake Blast can bend around corners.
Telekinetic Blast (Sp) Level 4; 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 Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
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Io was a mutant among his people. His tribe had passed through a zone of wild magic while his mother was pregnant, and gave birth to a child with a third eye. It was thought to be a malady at first, and he was treated as a freak, forcing him to spend a lot of time by himself in lonely places and to wear a blindfold over it

When he finally decided to start seeing through his third eye, it opened his mind to another world. His abilities presented himself, and he in secret started practicing with his new powers. After many months of practice, he finally revealed to his tribe the strange and mysterious powers of telekinesis he had gained. The tribe's elders were terrified of his new abilities, and even those who picked on him refused to go near him.

He put himself in exile, wandering a desolate wasteland until he found a large stone arch in the middle of nowhere. It led nowhere, but to Io, it seemed like it might be a gateway to someplace different. He started camping there, meditating before the gate on his abilities and life in general. He managed to live there for years, to the point that travelers who passed by the curious structure thought him a magical guardian, calling him simply 'the gatekeeper'. Io traded with them when he could but otherwise led a simple life for several years.

Then one night the gate opened. An astral traveler exited the gate, having come through from lands afar to trade with the far off metropolis hundreds of miles away. He took a curious interest in Io, who approached to understand this new arrival. Though talented, Io had very little ability with magic itself. The traveler found his telekinetic powers to be intriguing in the least and took him as an apprentice as he traveled and traded.

Io spent many years traveling with this wizard-merchant, and learned a few things about magic and about himself. He gathered quite a few magical items his mentor was done with, accruing a nice collection of wands and minor items.

Mysteriously, exactly four years after taking him under his wing, the mentor abandoned him. He was left in a land he didn't recognize, not even sure he was on the same plane of existence anymore. The only thing his master left behind was a ring.

Io is a tall and lean, sturdily built man of astounding vitality. He has no hair, and is tattooed all over his face and bald head with glowing pale blue inks. The center of his forehead looks to have a crease in it, but it turns out to be a third eye that works just like his other two eyes. All three of his eyes are bright blue with silver speckles in them, looking like a bright starlit sky.

His eyebrows are black, but his face and rest of his head are shiny smooth as if no hair ever grows on it. He wears a mantled suit of darkleaf cloth and has a seemingly empty quiver on his lower back.

Battleborn Ring:

New stats for your Battleborn Rings for level 9:
•+2 Resist to saves
•+1 Deflection to AC
•+1 Bonus feat
•1/day spend a swift action to gain a move action
•+1 "GM bonus" to wearer's armor. (stacks with existing enhancement)
•+1 "GM bonus" to wearer's weapon. (stacks with existing enhancement)
•+2 "GM bonus" to any ability score.