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About Grethel Grim[dice=Perception]1d20+8[/dice] [ spoiler=Status]
--- Favored Class: Brawler
Attacks:
BAB: +2 Melee: +4 Ranged: +4 CMB: +4 (+6 grapple) Unarmed
Grapple[b]
[b]Fire blast
Brawler's fury
[dice=Unarmed]1d20+4-2[/dice]
Defense:
AC: 17 (+5 armor, +2 Dex) Touch: 12 Flat-footed: 15 CMD: 16 (18 vs. grapple) Fortitude save: [dice=Fort save]1d20+8[/dice] (5 base, +3 Con)
Class abilities:
Elemental Focus (Su): Fire Burn (Ex): At 1st level, a kineticist 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, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead 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 the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a 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. Elemental Defense: Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon's hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times. Brawler's Cunning (Ex): If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day). Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. Wild talents:
- Kinetic Fist: You surround your body with energy or elemental matter from your kinetic abilities. You can use this form infusion as part of an attack action, a charge action, or a full-attack action to add damage to each of your natural attacks and unarmed strikes until the beginning of your next turn. Since kinetic fist is part of another action, using this wild talent doesn't provoke any additional attack of opportunity. You deal an additional 1d6 points of damage per 3 dice of your kinetic blast's damage (minimum 1d6), and this damage is of the same type as your kinetic blast's damage. This extra damage ignores spell resistance and doesn't apply any modifiers to your kinetic blast's damage, such as your Constitution modifier. (No save; Type form infusion; Level 1; Burn 0) - Heat Adaptation: You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn. (Level 1; Burn 0 ) - Burning infusion: Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance. (Reflex negates; Type substance infusion; Level 1; Burn 1)
Feats and Traits:
1st: Toughness Human (bonus): Iron Will Brawler: Improved Unarmed Strike 3rd: Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Brawler 2 bonus: Weapon focus: Unarmed Trait: Flame-Touched: You share an affinity with elemental fire. You gain DR 1/— against creatures and attacks with the fire type.
Skills:
Skill Ranks per Level: 4 + 1 Int + 1 human Acrobatics (3 ranks, 3 class skill, 2 Dex, -1 armor)
Climb (1 rank, 3 class skill, 2 Str, -1 armor)
Escape Artist (3 ranks, 3 class skill, 2 Dex, -1 armor)
Intimidate (2 ranks, 3 class skill, 0 Cha)
Knowledge (dungeoneering) (1 rank, 3 class skill, 1 Int)
Knowledge (local) (1 rank, 3 class skill, 1 Int)
Knowledge (nature) (1 rank, 3 class skill, 1 Int)
Perception (2 ranks, 3 class skill, 0 Wis)
Sense Motive (1 rank, 3 class skill, 0 Wis)
Stealth (2 ranks, 3 class skill, 2 Dex, -1 armor)
Swim (1 rank, 3 class skill, 2 Str, -1 armor)
Gear:
Combat gear chain shirt+1 (1,250 gp, 25 lbs.) 2 flasks holy water (50 gp) 2 potions of cure light wounds (100 gp) Magical gear
Mundane gear
592 gp
Racial abilities, advancement:
+2 to One Ability Score: Applied to Constitution. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Stat increases:
Background:
Almost everyone in Ustalav knows Grethel Grim's story, how she and her brother were captured by an evil hag who intended to eat them, and how the two children escaped, killing the witch in the process. What most people don't know is the story, at least as far as they've heard it, isn't quite true. Grethel didn't so much shove the witch into the oven as -- in her fear, rage, and desperation -- tapped into abilities she didn't know she had. She did try to shove the witch, but in doing so actually ignited her, immolating her in flames that seemed to come from nowhere and allowing the children to return home. A fear years later, she was approached by Professor Lorrimar, who was intrigued by the story. Learning the truth, he began to mentor her in her abilities, teaching her to control the living flame inside her. He was less successful, however, at teaching her to control the fire that burns at her soul, the rage and fear that have stuck with her since she was nearly killed years ago, betrayed by a wicked stepmother. Despite that, the professor brought Grethel -- and her brother -- into his business, her mastery of the flame helping contain the Gothic kingdom's monsters. Unknown to her, though, her role might not be despite her fiery temper, but rather because of it -- for Grethel is only a small push away from being a monster herself.
Personality Notes
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