Palaveen

Hugh Marvos's page

2 posts. Alias of shumatsu.


Full Name

Hugh Marvos

Race

Tiefling (Demodand-Spawn)

Classes/Levels

Kineticist 1

Gender

Male

Size

M

Age

24

Alignment

NG

Deity

Nethys

Languages

Common

Occupation

Explorer

Strength 9
Dexterity 16
Constitution 18
Intelligence 8
Wisdom 12
Charisma 10

About Hugh Marvos

Hugh Marvos
Tiefling (Demodand-Spawn)- Kineticist 1
NG Medium humanoid (Tiefling)
Init +3; Senses Perception +1
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural armor)
hp 13 (1d8 + 4) (+1 FCB)
Fort +6, Ref +5, Will +1
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Offense
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Speed 30 ft.
Ranged - Kinetic Blast +3 (1d6 +5, x2) Bludgeoning

Kinetic Blast:
Kinetic Blast (Sp)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.

As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Each simple blast is either a physical blast or an energy blast.

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. All composite blasts are listed after the kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

A complete listing of kinetic blasts and composite blasts can be found within the Kineticist Elements page, here: Kineticist Elements


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Statistics
Spell-like ability: Tieflings can use Bear's Endurance once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Darkvision 60 feet.
Scaled skin: Natural armor +1 and electricity resistance 5
Prehensile Tail: Many Tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
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Str 9, Dex 16, Con 18, Int 8, Wis 12, Cha 10
Base Atk +0, CMB -1, CMD 12
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Feats:
Simple Weapon and Light Armor Proficiencies.
Kinetic Invocation:
Kinetic Invocation
You have learned to channel your element’s energy into the magic used by traditional spellcasters.

Prerequisite(s): Kineticist level 1st, elemental focus class feature.

Benefit(s): For each kineticist element to which you have access, you treat all spells associated with that element (see below) as utility wild talents of the listed level, which you can select as normal. Each has a burn cost of 1 unless otherwise noted, and any nonpermanent, non-instantaneous effects end when your burn is removed. Using this wild talent is considered psychic spellcasting (except for the purpose of prerequisites), and you must provide emotion and thought components, as well as material components where appropriate. In addition, some spells are restricted to certain races. Your caster level for a spell is equal to your kineticist level, and the save DC for any spell is equal to 10 + the listed level of the spell + your Constitution modifier. At the GM’s discretion, other appropriate spells can be added to each element’s list.

Aether: Etheric shards (5th), instant armor (2nd), kinetic reverberation (2nd), protective spirit (3rd), telekinetic charge (4th; 2 burn).

Air: Air step (2nd), body capacitance (1st), cloak of winds (3rd), cloud shape (4th; self only), gaseous form (3rd), wind walk (6th).

Earth: Expeditious excavation (2nd; 0 burn), groundswell (2nd), imprisonment (9th), rampart (7th), slowing mud (4th), statue (7th; 0 burn; self only), stone shield (1st).

Fire: Blessing of the salamander (5th; self only), boiling blood (2nd), death candle (2nd), fury of the sun (2nd; 0 burn), hypnotic pattern (2nd), hypnotism (2nd; 0 burn), invigorate (1st).

Void: Animate dead (3rd), command undead (2nd), death ward (4th), halt undead (3rd), life channel (1st; 0 burn; self only), mind blank (8th; self only), unliving rage (3rd).

Water: Fluid form (6th), ride the waves (4th), silent image (2nd; 0 burn), sleet storm (3rd), water breathing (3rd).

Wood: Command plants (4th), fairy ring retreat (7th; ends 1 hour after your burn is removed), goodberry (1st), grove of respite (4th), lesser restoration (2nd), ward of the season (3rd).

Special: Kineticists with the air affinity, earth affinity, fire affinity, or water affinity racial traits or the air, earth, fire, or water subtypes can select spells of the appropriate element as if they had this feat. Caligni and dhampir kineticists can select spells of the void element as if they had this feat.

Gathlain and ghoran kineticists can select spells of the wood element as if they had this feat. Such a character must still have access to the appropriate element to select spells this way. At the GM’s discretion, this benefit can be expanded to other races.


Traits Expert Explorer (+1 Knowledge Nature and survival, Nature is a class skill), Bent Body (Tiefling) (+2 cmb vs grapple)
Skills Linguistics 1(0), History 1(0), Nature 1(3), Swim 1(0), UMD 1(4)
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Class Abilities
Burn:
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. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. 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. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. 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). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Elemental Focus, Water:
Elemental Focus (Su)
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

A complete listing of kineticist elements can be found here: Kineticist Elements


Gather Power:
Gather Power (Su)
Editor’s Note

I know that Gather Power can only be used on blast wild talents, but which of the things that add to blast wild talents can I reduce with gather power? Infusions are clear in their description, but the others are not.

You can reduce infusions, metakinesis, and even the 1 extra burn for using a blast you don’t possess with omnikinesis. All of these add to the blast’s cost. You still can’t reduce utility talents, including the extra burn cost for swapping out a utility talent with omnikinesis, unless you use internal buffer instead.

[Source]

* 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.


Draining Infusion:
Draining Infusion
Element(s) universal; Type substance infusion; Level 1; Burn 1
Associated Blasts any simple
Saving Throw Fortitude partial; see text

You can drain elemental energy and matter from your foes to strengthen your next attack. When you use this infusion, your kinetic blast affects only creatures with a subtype matching your kinetic blast’s element (for instance, a fire blast would damage only creatures of the fire subtype). Against such creatures, your blast targets touch AC (if it requires an attack roll) and always allows spell resistance. Because you are draining energy from the target, your blast doesn’t apply your elemental overflow bonuses or Constitution modifier. The target can attempt a Fortitude save to take 1/4 the normal amount of damage. Draining infusion ignores any damage reduction, resistances, and immunities the creature might possess. If at least one creature fails its saving throw against your draining infusion, you can reduce the total burn cost of any one blast wild talent used before the end of your next turn by 1, or by 2 if you have the supercharge ability. If you use draining infusion again before applying this reduction, you still deal the damage from that draining infusion, but the burn reductions don’t stack.


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Gear
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Studded leather, Outfit-Explorer’s, Backpack-Common, Rations-trailx10. Tankard. 31g 9s 8c
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Background:

Hugh stands at the tip of the ship, watching the waves crash into the bow. He smiles as his black hair dances in the wind, curling around horns and a red face. "An ancient magical civilization. Secrets lost to time and tide. Perhaps here I'll find my answers," he speaks to no one in particular.

Going below deck, he found a game with a seat. When asked why he's here and who he is he thought, Should I tell them of being dropped off as an infant by my mother? My father doing the best he could in a nameless village? Perhaps being attacked for what I am, and how that led me here. Maybe the fact that I have no idea what I am, or where I'm truly from." "I'm from a small village. I've explored much of the world, but this is new. This is exciting. Who knows what secrets these people held. I want to be the one that discovers them," He spoke, a little disappointed in himself. After all these years, why still hide the truth? It's nothing to be ashamed of.

Over the course of the journey, he's made friends, perhaps even allies, and maybe a few enemies along the way simply by existing. After all, there are still those that view him simply as fiend-spawn, destined for evil deeds. The fact is that he's a good man.

When storms come, or high waves crash into the ship, you can find him drying people with a wave of his hand. "Can't do to have people get sick," He would say. Others might see him stirring currents in the water just to make swirls. Throughout the voyage, no one has ever seen him turn down a conversation.

Future Plans:
2:Cold Adaptation.
3:Point Blank Shot. Extended Range.
4:Heat Adaptation.
5:Precise shot. Pushing Infusion.
6:Waterdancer.
7:Expanded-air-electricity. Extra Wild Talent-Aerial Adaptation. Extreme Range.
8:Ride the Waves.
9:Extra Wild Talent-Watersense. Spray.
10:Elemental Transmission.
11:Extra Wild Talent-Waterdancer, Greater. Wall.
12:Splash of the Styx.
13:Extra Wild Talent-Watersense, Greater. Grappling Infusion.
14:Suffocate.
15:Expanded-Fire. Extra Wild Talent-Fury of the Sun. Chain.
16:Reverse Shift.
17:Extra Wild Talent-Air's Reach. Maelstrom.
18:Tidal Wave.