Man in Ice

Grim'reon's page

22 posts. Alias of Peter nielson.


Race

Stats:
HP 184/159 39NL Damage; AC 29 (R) /18 (T) /23 (FF); CMD 26; Saves 17 (R) / 18 (F) / 8 (W); Initiative +13; Perception +17;

Classes/Levels

Consumables:
3/9 Burn; Harrow Card 53/54 (x5)
Attacks:
TK Blast +19/7d6+16; FB +19/7d6+6

Gender

Active Effects:
Feel The Burn +3/+3

About Grim'reon

Grim'reon
Human Kineticist 13
N Medium humanoid (human)
Init +13; Senses Perception +17
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Defense:

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AC 29, touch 18, flat-footed 23 (+9 armor, +2 deflection, +6 Dex, +2 natural)
hp 159 (13d8+91)
Fort +17, Ref +18, Will +8;
Kinetic Defensive Force Ward

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Offense:

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Speed 30 ft.
Melee +1 agile dagger +17/+12 (1d4+8/19-20) OR
. . Kinetic Blades (Telekinetic Blast) +16/+11 (7d6+13/1 Burn) OR
. . Kinetic Whip (Telekinetic Blast) +16/+11 (7d6+13/Reach/2 Burn) OR
. . Kinetic Blades (Force Blast) +16/+11 (7d6+3/Touch/1 (form) 2 (comp)Burn) or
. . Kinetic Whip (Force Blast) + 16/+11 (7d6+3/Touch/2 (form)/ 2 (comp)Burn)
Ranged Telekinetic Blast + 16 (7d6+13) OR
. . Force Blast + 16 (7d6+3/Touch/ 2 (Comp) Burn)

Special Attacks

CL 13th; concentration +19; Defensively +25; vs Sr + 23


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Statistics:

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Str 7, Dex 25, Con 22, Int 14, Wis 13, Cha 7 (9)
Base Atk +9; CMB +7; CMD 26
Feats Combat Casting, Greater Spell Penetration, Point-blank Shot, Precise Shot, Spell Penetration, Weapon Finesse, Weapon Focus
Traits Focused mind, Reactionary
Skills Disable Device +18, Perception +17, Sleight of Hand +23, Stealth +33
Languages Celestial, Common, Infernal
SQ Kinetic Blades, Force Ward, Kinetic Healer, Extended Range, Self Telekinesis, Expanded Element (Aether), Foe Throw, Greater Self Telekinesis, Kinetic Whip, Infusion Specialization (Form) -3 Burn, Metakinesis (Empower, Maximize, Quicken), Feel The Burn +4
Combat Gear potion of cure moderate wounds (6), wand of cure light wounds; Other Gear +5 shadow, improved mithral chain shirt, amulet of natural armor +2, belt of physical might +4 (Dex, Con), cloak of resistance +3, first aid gloves, goggles of night, ring of protection +2, swarmbane clasp, harrow deck (5), 11,710 gp left for Expendables

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Tracked Resources:

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Burn - 3/9
First aid gloves (10 charges) - 0/10
Potion of cure moderate wounds - 0/6
Wand of cure light wounds - 0/50

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Special Abilities:

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Combat Casting +4 to Concentration checks to cast while on the defensive.
Focused Mind +2 to Concentration checks
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.
Kinetic Blast (Sp) At 1st level, a kineticist chooses one of her element’s simple blast wild talents. The kineticist can unleash her kinetic blast at a range of 30 feet at will. A kinetic blast requires at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.
Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the boundaries that are safe for her body. Some of her wild talents offer her the option to accept burn in exchange for a greater effect. For each point of burn she accepts, a kineticist suffers one point of nonlethal damage per character level. This damage cannot be removed by any means without a full night’s rest. A full night’s rest removes all burn and all associated nonlethal damage. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A kineticist can never choose to accept burn if it would put her total points of burn over her Constitution modifier + 3, though she can be forced to accept more burn from a source outside her control.
If she has both hands free, as a move action, a kineticist can visibly gather energy or elemental matter around her, allowing her to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If she takes any damage while gathering power and before the kinetic blast that releases it, she must make a concentration check (DC = 10 + damage dealt + effective spell level of her kinetic blast) or lose the energy in a wild surge that deals her 1 point of burn.
Kinetic Defense: Force Ward (Su)As an immediate action, you surround yourself with a shield of force powered by your telekinetic power. You gain a number of temporary hit points equal to your kineticist level. You always lose these temporary hit points f irst, before any other temporary hit points. If an attack fails to deal more damage than the remaining hit points in your force ward, it still reduces those 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, you can increase the strength of your force ward by a number of temporary hit points equal to half your kineticist level until the next time you recover burn; this increase stacks with multiple uses. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.
Feel the Burn (Ex) +4 At 3rd level, a kineticist’s body surges with energy from her chosen element when she accepts burn, causing her to glow with a nimbus of f ire, weep water from her pores, take on an earthen skin tone, or experience some other thematic effect. In addition, she receives a bonus on all attack and damage rolls with her kinetic blast equal to the total number of points of burn she is currently suffering, to a maximum of +1 for every 3 kineticist levels.
Infusion Specialization (Ex)(Form -3) At 5th level and every levels thereafter, a kineticist chooses either form or substance infusions. She reduces the burn cost of whichever type of infusion she selects by 1 point (to a minimum of 0 points)
Metakinesis (Su) At 5th level, a kineticist gains the ability
to alter her kinetic blast by accepting burn. By accepting 1 point of burn, she can affect her kinetic blast as if using Empower Spell-like Ability. At 9th level, by accepting 2 points of burn, she can affect her kinetic blast as if using Maximize Spell-like Ability. At 13th level, by accepting 3 points of burn, she can affect her kinetic blast as if using Quicken Spell-like Ability. At 17th level, by accepting 4 points of burn, she can use her kinetic blast twice with the same action (a standard action, or swift if she also uses Quicken metakinesis); when using a double blast, all additional enhancements apply to both of the doubled blasts.
KINETIC BLADE Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinesis. You create a non-reach one-handed or light weapon in your hands formed of pure energy or elemental matter, or for telekineticists, you transfer the power of your kinetic blast to any object held in one hand. Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, which deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage, including your Constitution modifier or half your Constitution modifier as normal, but not your Strength modifier), and disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with AC and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or other unusual object, the attack does not use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage.
KINETIC HEALER Element aether or water; Type Sp; Level 1; Burn 1; see text
Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature for an amount equal to your kinetic blast’s damage. Instead of paying the burn
cost, you can cause the recipient to take 1 point of burn. If you choose to do so, the recipient suffers 1 point of nonlethal damage per Hit Die he possesses that cannot be recovered by any means until he takes a full night’s rest.
EXTENDED RANGE Element universal; Type form infusion; Level 1; Burn 1; Associated Blasts any; Saving Throw none
Your kinetic blast can strike any target within 120 feet, rather than 30 feet
SELF TELEKINESIS Element aether; Type Sp; Level 4; Burn 0
You use your telekinetic abilities to move yourself. Otherwise, this wild talent functions like flame jet
EXPANDED ELEMENT (Aether) Element universal; Type Su; Level[/i] 4; Burn
You learn how to use another element or expand your understanding of your own element. Choose any element, including your primary element. You gain one of that element’s simple blast wild talents that you do not already possess, if any. You also gain all composite blasts whose prerequisites you meet. If your chosen element is different than your primary element, you can learn 1st-level wild talents from that element. At 10th level, you can learn th-level wild talents from that element. At 16th level, you can learn 6th-level wild talents from that element. At 15th level, you can select this wild talent a second time. If you do so, you must choose a different element than the one you chose the first time you selected this wild talent
FORCE BLAST Element aether; Type composite blast; Level —; Burn 2; Prerequisites primary element is aether, expanded element (aether); Spell Resistance yes
You throw a burst of force at a single foe as a ranged touch attack. If you hit, the target suffers an amount of force damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st.
FOE THROW Element aether; Type form infusion; Level 4; Burn 2 Associated Blasts Telekinesis Saving Throw Fortitude negates; see text
Your telekinetic blast can throw a creature instead of an unattended object. If the creature you choose to throw succeeds at a Fortitude save, it negates the blast entirely. Otherwise, if your blast hits, both the thrown creature and the target suffer the full damage of your telekinetic blast and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the intended target, it does not fall prone, and it suffers half damage from your blast. This movement does not provoke attacks of opportunity.
SELF TELEKINESIS, GREATER Element aether; Type Sp; Level 6; Burn 0; Prerequisites Kineticist level 10th, self telekinesis;
You have greater control over your self telekinesis. Otherwise, this wild talent functions like greater flame jet.
KINETIC WHIP Element universal; Type form infusion; Level 4; Burn 2; Prerequisites Kineticist level 6th, kinetic blade; Associated Blasts any; Saving Throw none;
You form a long tendril of energy or elemental matter using your kinesis. This functions as kinetic blade but extends your reach as if it was a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, and in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal your kinetic blast’s damage.

Backstory:

Grim'reon was abused as a youth, first by parents that never loved him and saw him as a burden, then by society at large. Always a misfit and never able to fit in, Grim'reon found solace as a mercenary, fighting for the highest bidder. That all changed when he met The Foreteller.

No one knows what The Forteller told Grim'reon, only that from that day on, Grim only used one thing to attack. A set of Harrow Cards kept close at hand.

Shard of lust:
+4 init/+2 Charisma (enhancement)

[spoiler=Bookkeeping for Harrow Deck]

  1. 1 The Paladin
  2. 2 The Keep
  3. 3 The Big Sky
  4. 4 The Forge
  5. 5 The Bear
  6. 6 The Uprising
  7. 7 The Fiend
  8. 8 The Beating
  9. 9 The Cyclone
  10. 10 The Cricket
  11. 11 The Dance
  12. 12 The Juggler
  13. 13 The Locksmith
  14. 14 The Peacock
  15. 15 The Rabbit Prince
  16. 16 The Avalanche
  17. 17 The Crows
  18. 18 The Demon's Lantern
  19. 19 The Trumpet
  20. 20 The Survivor
  21. 21 The Desert
  22. 22 The Brass Dwarf
  23. 23 The Teamster
  24. 24 The Mountain Man
  25. 25 The Tangled Briar
  26. 26 The Sickness
  27. 27 The Waxworks
  28. 28 The Hidden Truth
  29. 29 The Wanderer
  30. 30 The Joke
  31. 31 The Inquisitor
  32. 32 The Foreign Trader
  33. 33 The Vision
  34. 34 The Rakshasa
  35. 35 The Idiot
  36. 36 The Snakebite
  37. 37 The Winged Serpent
  38. 38 The Midwife
  39. 39 The Publican
  40. 40 The Queen Mother
  41. 41 The Owl
  42. 42 The Carnival
  43. 43 The Eclipse
  44. 44 The Mute Hag
  45. 45 The Lost
  46. 46 The Empty Throne
  47. 47 The Theater
  48. 48 The Unicorn
  49. 49 The Marriage
  50. 50 The Twin
  51. 51 The Courtesan
  52. 52 The Tyrant
  53. 53 The Betrayal
  54. 54 The Liar