About General Massamoto
General Massamoto
Ancestry: Human; Heritage: Skilled; Background: Field Medic
Class: Kineticist 20
Perception +29 [E] (+2 initiative); Low-Light Vision, Darkvision
Skills Acrobatics +29 [E], Arcana +1 [U], Athletics +26 [T], Crafting +1 [U], Deception +0 [U], Diplomacy +0 [U], Intimidation +0 [U], Lore: Warfare +23 [T], Medicine +35 [L], Nature +27 [T], Occultism +1 [U], Performance +0 [U], Religion +35 [L], Society +1 [U], Stealth +27 [T], Survival +38 [L], Thievery +27 [T]
Attributes Str +4, Dex +5, Con +7, Int +1, Wis +5, Cha +0
Items +3 Greater Resilient Explorer's Clothing, Armbands of the Gorgon, Boots of Bounding (Greater), Healer's Gloves (Greater), Coyote Cloak (Greater), Phylactery of Faithfulness, Goggles of Night (Greater), Soaring Wings (Major), Gate Attenuator (Major), Sturdy Shield (Major) (Hardness 17, HP 136, BT 68), Wands (Longstrider [2nd], Restoration [4th], Endure Elements [5th], See Invisibility [5th]), +2 Greater Striking Cold Iron Returning Holy Javelin
AC 44 (10 +26 [Prof] +3 [Armour] +5 [Dex])
Fort +37 (+28 [Prof] +7 [Con] +2 [Item]) - Greater Juggernaut
Ref +33 (+26 [Prof] +5 [Dex] +2 [Item]) Evasion
Will +33 (+26 [Prof] +5 [Wis] +2 [Item])
Bonus: +2 status versus sleep, paralysis and poison effects
HP 328 [8 [Human] +140 [Con] +160 [Class] +20 [Toughness])
Immunities: Metal, Electricity
Speed: 40 ([25 base +5 Fleet +10 Boots; 50 with Longstrider])
Melee spear +30 for 3d6+6 P +1d6 good
Ranged spear +31 for 3d6+6 P +1d6 good
Metal Elemental Blast:
1 Action: +37, 5d8 electricity, slashing or piercing, 30’
2 Actions: +37, 5d8+7 electricity, slashing or piercing, 30’
Wood Elemental Blast:
1 Action: +37, 5d6 poison, vitality or bludgeoning, 30’
2 Actions: +37, 5d6+7 poison, vitality or bludgeoning, 30’
Kinetic Impulses: Impulse DC45; Impulse Attack +37
Alloy Flesh and Steel (M, SU): Gain Ferrous Form benefits (except spell). Resist Physical 15 (except adamantine), Immune to death effects, disease, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, and void; conditions when the spell is cast are suspended, then return with their remaining duration. You're subject to rusting effects. Metal blasts deal an extra dice of damage. SU can Raise a metal shield.
Consume Power: Reaction, if you would take acid, electricity, fire or sonic damage, gain resist 20, if prevent any damage next metal impulse gets +10 status bonus to damage
Dash of Herbs: Treat confused, diseased, sickened, poison or injuries for 1 target in 30. Heal 9d8+4 and get a new save against the effect, if chose injuries heal 9d10+4, Immune for 10 minutes
Elemental Artillery: 3 actions. Create medium ballista within 30, attacks 1 target within 120 for 7d12 P, 2 actions to reload, sustain, can move 20’ and shoot on sustain if reloaded or add 1 action to reload
Fresh Produce: 1 action, create food, target can eat if with 1 action to gain 10d4+26HP and void resistance 20 for 10 minutes, Cannot benefit again for 10 minutes.
Hail of Splinters (O): 30’ cone, 10d4 P and 10d4 bleed
Hell of 1M Needles (O, SU): 3 actions. 30’ cube within 500, 17d6 P, fail and immobilised, crit fail, off guard while immobilised, Sustain up to 1 minute, first time deals 3d12 electricity, 7 P hazardous terrain
Magnetic Pinions (O): 3 targets within 60’, +1 to hit vs metal, 10d4 B and 10d4 P.
Rain of Razors (O): 3 actions, 20’ burst within 60, 13d6 S, 7S hazardous terrain for 1 minute
Sanguivolent Roots (O, SU): 3 actions, 15’ burst within 120, 9d6 P, basic fort, allies in the area gain HP equal to half the highest damage dealt, enemies with void healing take vitality damage of the same amount. Repeat attack first time you sustain on subsequent turns.
Timber Sentinel: Conjure protector tree within 30’, AC10, 100hp, absorbs damage dealt to adjacent allies from strikes
Tumbling Limber: 10’ wide, 30’ long line, destroy non magical difficult terrain, 7d8 B damage, failure pushes, crit failure, knocked prone
Wooden Palisade (O, M, SU): 3 actions, 100’ long, 20’ high, 1 inch thick wall. Straight line, can have stairs on one side. Each 10’ section has AC10, Hardness 10, 90HP, immune to crits and precision, Sustain
Ancestry Feats: Natural Ambition [Weapon Infusion], General Training [Incredible Initiative, Shield Block], Advanced General Training [Consult the Spirits, Assurance (Medicine)],
General Feats: Fleet, Toughness, Canny Acumen [Will], Legendary Medic, Legendary Guide
Skill Feats: Battle Medicine, Trick Magic Item, Continual Recovery, Ward Medic, Advanced First Aid, Terrain Expertise [Forest], Godless Healing, Battle Prayer, Planar Survival, Quick Identification, Divine Guidance, Legendary Survivalist
Class Feats: Weapon Infusion, Versatile Blast [Metal - electricity, Wood - poison], Fresh Produce, Hail of Splinters, Timber Sentinel, Tumbling Lumber, Consume Power, Sanguivolent Roots, Elemental Artillery, Dash of Herbs, Rain of Razors, Wooden Palisade, Nourishing Gate, Effortless Impulse, Alloy Flesh and Steel, Hell of 1M Needles, Kinetic Pinnacle
Class Choices: Single Gate [Wood], Wood Impulse Junction [When using 2+ action Wood impulse gain 20 temp HP], Fork the Path [Metal, 5th]. Expand the Portal [9th, Wood Gate Skill Junction - Terrain Expertise, Survival], Expand the Portal [13th, Metal Impulse Junction - after using 2+ action Metal Impulse, choose acid, electricity or P, enemies who touch or damage with unarmed or no reach melee take 10 damage], Expand the Portal [17th, Metal Gate Resistance Junction - Immune to electricity and metal effects]
Class Abilities: Kinetic Aura, Elemental Blast, Base Kinesis, Channel Elements, Extract Element, Double Reflow Elements, Final Gate [Channel Elements at start of turn as a free action if Gate isnt active]