GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10
Gender
Male
Size
Medium
Age
40
Special Abilities
Geo Stuff
Alignment
LG
Deity
Torag
Languages
Common and Dwarven
Occupation
Miner and Engineer
Strength
8
Dexterity
16
Constitution
19
Intelligence
10
Wisdom
14
Charisma
8
About Glor Stonebeard
Glor Stonebeard
Background:
Hailing from Taggort, Glor comes from the well respected Stonebeard family. The stonebeards are miners and engineers and young Glor was brought up in the family business. Before he was ever given more than a workers level of responsibility he begin to exhibit the powers of earth. To be a GeoKineticist is no small thing and his ma and da were quite proud of their son. He was of course sent to the temple to be tested. Glor's strength level was confirmed as full GeoKineticist which should have made everyone proud, except there was this group being gathered to go do great deeds. And if great deeds were to be done, of course the newest GeoKineticist should be part of it all. Without even packing Glor was sent off to join an expedition planning to leave the only home he had ever known. And young Glor did not know how to say no.
Appearance:
Glor is a sturdy dwarf even by dwarven standards. Standing almost 5 feet tall he weighs a solid 180 lbs. His hair and beard are the color of wet orange stone and his even his skin has a stony look to it. His eyes are like the bluest sapphires though and sparkle when he speaks of the things he is passionate about. He is quick for his size and perhaps not as strong as most. Hardy would well describe him.
Personality:
Glor might be considered dour by human standards. He considers himself a realest and while he hopes for the best he always plans for the worst. He is a fast friend and has a long memory for slights. If he has ever forgiven one it has not been noted. And he has strange notions. He has been know to voice opinions like the dwarves would have been better off if they never pursued the error that was Quest for Sky which in his view lead to the loss of empire.
Glor Stonebeard
Male dwarf geokineticist 4 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 42 (4d8+19)
Fort +9, Ref +8, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
[dice=Attuned Elemental Blast]1d20+6+1+1+1;2d6+6+2+1[/dice] Can use Aimed Shot for -1/+2
Ranged sling +6 (1d4-1)
Special Attacks hatred, kinetic blast
Kineticist Wild Talents Known
Defense—flesh of stone
Infusions—extended range, kinetic blade
Blasts—earth blast (2d6+6)
Utility—basic geokinesis, elemental whispers, kinetic cover
Kineticist Wild Talents Known
Defense—flesh of stone
Infusions—extended range, kinetic blade
Blasts—earth blast (2d6+6)
Utility—basic geokinesis, kinetic cover
Utility
— Basic Geokinesis - Dig 5 lbs/level moving it 15' and sift
- Kinetic Cover - Make a 5' wall up to 30' away as a standard action, providing total cover. I can up to 5 walls at once at level 2.
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Statistics
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Str 8, Dex 16, Con 19, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Skills
Acrobatics +10
Appraise +0 (+2 to assess nonmagical metals or gemstones)
Climb +3
Diplomacy -1 (-3 vs. creatures of a different race or culture)
Escape Artist +3
Fly +3
Heal +6
Intimidate +3
Knowledge Dungeoneering +4
Perception +11 (+13 to notice unusual stonework)
Profession (engineer) +9
Profession (miner) +9
Sense Motive +10
Stealth +9
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ burn (1 point/round, max 7), gather power, xenophobic
Prospector's Eye
Whenever exploring a hex, Glor can make a Profession (Miner) skill check to search for veins of metal ore or clusters of gems. The GM will determine the success of the search, what materials are discovered, and the value of the materials obtained based on the roll and environmental factors. Using the Prospector's Eye ability requires a full day of exploration.
Additionally, if Glor spends a Kingdom Turn Sequence in a hex with a Mine Terrain Improvement, he can make a Profession (Miner) skill check against a DC equal to 15 + Kingdom Size. Whatever number he beats the DC by (minimum 1) is added to the Economy Bonus provided by that Mine.
True Plumb
When building a Terrain Improvement during the Edict Phase of the Kingdom Turn Sequence, Glor can make a Profession (Engineer) skill check against a DC equal to 15 + the BP cost of the Terrain Improvement + the distance in hexes from the Kingdom Capital. Whatever number he beats the DC by (minimum 1) can be deducted from the BP cost of the Terrain Improvement (to a minimum of 1 BP).
Gear:
Armor
Mithral Chain Shirt
Weapons
Masterwork Cold Iron Light Mace
Sling and Bullets
Other Gear
Blanket
waterskin
trail rations (5)
healer's kit
belt pouch
Ashtriumph:
Wondrous Item, Slot: Beard, Cost: ???, Weight: Negligible
This is one of seven steel beardrings. All craftsdwarfship is of the highest quality. On the item is an image of Commander Helga Silverbrew and a Forgespurned. Commander Helga Silverbrew is striking down the Forgespurned. The Forgespurned is making a placating gesture. Commander Helga Silverbrew is striking a triumphant pose. The image relates to the killing of the Forgespurned by Commander Helga Silverbrew in the Theocrats' Vault.
Ashtriumph grants a +1 untyped bonus to Attack Rolls and Damage Rolls against Undead.
Gnomes without beards can wear Ashtriumph in their hair.
Coin: 16.2 gp
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Special Abilities
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Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth Blast (Sp) Level 2; Burn 0
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flesh of Stone (DR1 +1 per 2 levels above 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
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +2 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Kinetic Blade (Light 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 Cover (Sp) A wall for one face of a square within 30 ft appears.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
Arcane Familiar:
Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 21 (1d8)
Fort +4, Ref +7, Will +1
Defensive Abilities improved evasion; Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +8 (1d2-4 plus poison)
Space 21⁄2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Stealthy, Weapon Finesse
Skills Acrobatics +10, Climb +11, Escape Artist +5, Heal +1, Intimidate -3, Perception +11, Sense Motive +2, Stealth +23; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.