Nethys

Volk Tulmere's page

663 posts. Alias of Endoralis.


Full Name

Volk Tulmere

Race

Human

Classes/Levels

Aetherkineticst 3 | HP 30/33 (3 NL) | AC 17 T 13 FF 14 | Fort +7 Ref +4 Will +2| CMD 13 | Init +3 | Perception +7 | 24/100 Evils

Gender

Male

Size

Medium

Age

22

Alignment

LN

Languages

Common, Abyssal

Occupation

Knowledge Seeker, Void Shaper

Strength 7
Dexterity 16
Constitution 19
Intelligence 12
Wisdom 13
Charisma 7

About Volk Tulmere

Volk Tulmere
AetherKineticist 3
LN Medium humanoid (human)
Init +3; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 33 (3d8+15)
Fort +7, Ref +4, Will +2
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Offense
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Speed 30 ft.
Ranged +6 Kinetic Blast (2d6+7/x2) {P/B/S}
Melee +5 Kinetic Blade (2d6+6/x2) {P/B/S}
Melee +5 Cestus (1d4-2/19-20/x2) {P/B}
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Statistics
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Str 7, Dex 16, Con 19, Int 12, Wis 13, Cha 7
Base Atk +2; CMB +0; CMD 13
Languages Common, Abyssal, Halfling, Undercommon
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Feats
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Point Blank Shot +1 Attack and Damage on ranged Attacks within 30 ft.
Precise Shot Negate Penalty for using ranged attacks in melee
Weapon Finesse Use Dexterity instead of Strength for attacks with light melee weapons
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Traits and Drawbacks
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Scouting for Fiends Benefit: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Fiend Blood (Bloodline)The blood of fiends taints your line, manifesting physically, though it may be barely noticeable.

Benefits: Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

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Skills
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Acrobatics +9[7]
Appraise +1
Bluff +1
Climb -2[-4]
Craft +1
Diplomacy -2
Disguise -2
Escape Artist +5[3]
Handle Animal -2
Heal +1
Intimidate -2
Knowledge (planes) +8
Linguistics +3
Perception +7
Profession(Dealer) +5
Ride +3[1]
Sense Motive +2
Sleight of Hand +7[5]
Stealth +7[5]
Survival +1
Swim -2[-4]
Use Magic Device +2
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Gear
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Chainshirt
Cestus (Cold Iron/Silver) x2

Backpack [
5 days worth of trail rations
Flint and Tender
Bedroll
Waterskin (Filled)
]
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Special Abilities
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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.

Weapon and Armor Proficiency A kineticist is proficient
with all simple weapons, as well as with light armor, but
not shields.

Elemental Focus (Su): At 1st level, a kineticist chooses to
focus primarily in air (aerokinesis), earth (terrakinesis), fire
(pyrokinesis), water (hydrokinesis), or aether (telekinesis).
Her choice of element determines how she accesses the raw
power of the Ethereal Plane, and it grants her access to wild
talents and additional class skills.

Class Skills: A telekineticist adds Knowledge (engineering)
and Sleight of Hand to her list of class skills.

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.

By using wild talents called infusions, a kineticist can alter
her kinetic blast to suit her whims. Substance infusions alter
a kinetic blast’s inner nature to cause an additional effect,
while form infusions change the outer nature of the blast,
causing it to manifest in a completely different way. You can
use any of the blast wild talents you know in conjunction with
no more than one associated form infusion and no more than
one associated substance infusion at a time.

Telekinetic Blast (Sp): You throw whatever unattended object
happens to be nearby at a single foe as a ranged attack. The
object must weight 5 lbs. per kineticist level you possess
or less. If you hit, the target and the thrown object each
suffer an amount of bludgeoning, piercing, or slashing
damage equal to 1d6+1 + your Constitution modifier. This
damage increases by 1d6+1 for every 2 kineticist levels you
possess beyond 1st. Spell resistance does not apply. 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 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 first, 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.

Wild Talent: At 1st level, a kineticist gains a wild talent
from the list of options available based on her elemental
focus and her kineticist level. Wild talents are typically
spell-like abilities.

All wild talents have a required kineticist level, and most
have an effective spell level. However, blast and defense wild
talents are always considered to be a spell of a level equal
to half the kineticist’s level (maximum 9th level at level 18).
A kineticist cannot normally select blast or defense wild
talents when she gains a new wild talent.

Unless otherwise noted, a wild talent’s DC is determined
using the kineticist’s Constitution modifier, for a DC of
10 + the wild talent’s effective spell level + the kineticist’s
Constitution modifier. The kineticist uses her Constitution
modifier on all concentration checks for wild talents.
A kineticist can select only wild talents that match her
element or universal wild talents. At 6th, 10th, and 16th
levels, a kineticist can replace one of her wild talents with
another wild talent of the same level. She can’t replace a wild
talent that she used to qualify for another of her wild talents.

Wild Talent: KINETIC BLADE
Element universal; Type form infusion; Level 1; Burn 1
Prerequisites kineticist level 1st
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.

Wild Talent: KINETIC COVER
Element aether, earth, or water; Type Sp; Level 1; Burn 0
Prerequisites kineticist level 1st

You call up elemental matter to defend yourself and your allies
from attacks. As a standard action, you can select one face of
a square within 30 feet of you and move elemental matter to
block that face, providing total cover from that direction. Water,
ice, and telekinetic force are translucent, but earth, metal,
mud, and the like are opaque and block line of sight as well. A
creature who strikes the cover can easily destroy it. Regardless
of its composition, the cover has hardness 0 and 2 hit points per
kineticist level you possess.

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.
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Backstory
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Volk Tulmere was not always how he currently looked, nor was 'gifted" his power. When he was young, merely 11 years of age, Volk was the son of lower-noble Chelaxian family. Only lay-worshippers of Asmodeus, they profited and flourished like any other. On one particular journey to Brevoy the caravan was ambushed by a Greater Nabasu Demon. It gorged itself on his guards, escorts and even his parents. The slaughter had awakened its inner strength and it evolved into something far worse.. a Blackened creature with four arms and flaming blades. It then came his turn, however the creature had grown full. Volk cowered in fear, everything he had known was gone.. the screams.. the screams resonated throughout his body. When the final pain of death did not descend he thought himself safe.. and looked up. He should have kept hi eyes closed he would always note. The Demon looked down upon him malicious smile ablaze and grabbed him by the arm. It chuckled and spoke its damning language... A tear in reality opened up and with a resounding Laugh Volk was tossed into darkness.

Horrible Corrupting, Cold, Lone.. Darkness. Pain became his existence, starvation, dehydration. His body was being played with by the void, the plane of shadow? The Abyss? He knew not, he wanted to exist not. But the flames.. the flames of Vengeance echoed through his core. Why must he be the one to suffer? Why would he need to accept this, to die how he was? The plane reacted to this urge... and he knew not how long he had been there.

Light came once again.. and he was thrust out. In a strange land, his body.. it was changed.. Older.. yet weak and atrophied. Skin pure white with black runes all throughout... and when he thought.. a Black Blade.. covered in Azure flames.

Eventually he found himself to a place of.. respite. That place happened to be the scum that is Riddleport. And since then he has been researching.. and hunting. If only to have one less pain before he departed this world. He would have the Demon feel his experience 10 times over.