Rival Explorer

Hadgar Blacksun's page

106 posts. Organized Play character for Yas392.


Full Name

Hadgar Blacksun

Race

Male Half Orc Telekineticist 2 | HP 21/19 | Init +4 | AC 18, T-14, FF-14 | CMB +1; CMD 15 | Fort +7, Ref +9, Will +4; | Perc +7, Darkvision 60 ft| Burn 0/5

Size

M

Age

Mid 20s

Special Abilities

Telekinesis

Alignment

Neutral

Deity

None

Location

Emerald Superdungeon

Languages

Common, Orc

Occupation

Pathfinder

Strength 10
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 14
Charisma 8

About Hadgar Blacksun

Crunch:
Hadgar Blacksun
Male half-orc kineticist (aether) 2
N Medium humanoid (orc)
Init +4; Senses darkvision 60ft; Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 19 (2d8+6)
Fort +7, Ref +9, Will +4;
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Offense
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Speed 30 ft
Melee Cestus +1 (1d3/x2)
Ranged Telekinetic Blast +6 (1d6+4/x2)
Special Attacks Kinetic Blast

Wild Talent

Basic Telekinesis
Kinetic Cover

Infusion

Pushing Infusion
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Statistics
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Str 10, Dex 18, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Traits Fate Favored, Vagabond Child (Disable Device)
Skills Acrobatics +8, Perception +7, Stealth +9, Use Magic Device +6, Disable Device +9
Languages Common, Orc
SQ sacred tattoo (+2 luck bonus to saves), wild talent, Gather Power, Elemental Focus (Aether), Burn, Infusion
Other Gear mithral chain shirt, sack (full of rock, twigs and sharp leaves), Use Magic Device masterwork tool, bell, cestus, backpack, flint & stone, obscuring mist scroll (divine) x2, rations (5 days), bedroll, waterskin, mirror, silk rope.

Light Load: 33 lbs
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Special Abilities
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Burn (Can accept up to 5 burn): Accept Burn from using an utility wild talent or infusion. User that accept burn takes 1 non-lethal hitpoints per HD for each burn accepted that can't be healed by any means other than resting overnight. Can only gain 1 burn per round, increasing at level 6 and three levels after. Can accept
a total of 3+CON burn.
Infusion: Alters kinetic blast. Gains infusion at 1st, 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. Can change and replace existing infusion at At 5th, 11th, and 17th levels with another infusion of equivalent level or lower. Form infusion uses dexterity modifier to calculate DC. Substance infusion uses dexterity modifier to calculate DC. Can only have a limit of one substance and form infusion in a kinetic blast.
Gather Power: Reduce Burn cost by 1 by spending a move action and 2 by spending a full-round action. If damaged during process, make a concentration check equal to 10+damage taken+effective level of kinetic blast or accept burn equal to the burn reduction.
Kinetic Blast: Blast target with kinetic blast within 30 ft. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn’t apply against physical blasts.Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies.
Elemental Focus (Aether): Gain basic utility wild talent and additional class skills based on element chosen.
Elemental Defense (Force Ward): Gain a rechargeable force shield of temporary hitpoints equal to kineticist level and negates status effects from physical and magical attacks that deals hitpoint damage as long as the force shield holds such as have temporary hitpoints left. Temporary hitpoints recharge 1 HP/minute. Temporary hit points and recharge rate can be further boosted by accepting burn and they stack. Every 1 burn accepted increase temporary hitpoints by ½ kineticist class level and every 2 burn accepted increase recharge rate by 1/minute. Accepting burn from wild talents also restore shield strength, replenishing temporary hit points equal to kineticist class level up to its current maximum. Force ward can be dismissed and restored as immediate action but it doesn't change current value and the shield doesn't regenerate temporary hitpoints while it is inactive.
Wild Talents: Gain basic elemental wild talent at 1st level and usable at-will utility wild talent at 2nd level and 2 levels thereafter. Can only select talents from their list and universal wild talents that matches her element. The DC for wild talents is equal to 10 + SL + constitution modifier. Kinetic blast and defense wild talents have spell level equal to ½ kineticist level and can only select a wild talent if their level is double the wild talent's spell level. Wild talent uses constitution modifier for concentration checks. At 6th, 10th, and 16th levels, can replace one of their utility wild talents with another wild talent of the same level or lower.

Gear:
Level 1 Spending

50 Masterwork tool; UMD
50 Scroll of Obscuring Mist x2
02 Backpack
01 Flint & Stone
10 Mirror
10 Silk Rope
10 Leather Armor
025 Rations, 5 days
001 Bedroll
01 Waterskin
05 Cestus
001 Sack
01 Bell
0016 Ale Spending

Remaining Gold: 7 GP 1 SP 4 CP

Level 2 Spending

Gold earned: 1398

New total Gold: 1405 GP 1 SP 4 CP

1100 Mithral Chain Shirt
0005 Leather Armor (Sold)

Gold Remaining: 310 GP 1 SP 4 CP