Stage Magician

Hykan the Traveller's page

141 posts. Alias of Tharasiph.


Full Name

Hykan the Traveller

Race

Hobgoblin Fire Kineticist lvl 3 - Ini +5; HP 36/42; AC 19 T 15 FF:15; Fort+8 Ref +8 Will+2; Perc +7;

Classes/Levels

Overflow: 1/1; Burn: 1 Non-Lethal HP Dmg: 3

Gender

Male

Size

Medium

Age

20

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Goblin, Draconic

Strength 12
Dexterity 20
Constitution 20
Intelligence 12
Wisdom 13
Charisma 9

About Hykan the Traveller

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Fire Kineticist 3
CG Medium Hobgoblin
Init + 5, Perception +5

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Defense
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AC 19, touch 15, flat-footed 14
hp 42 (3d8+21)
Fort +8, Ref +8, Will +2;
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Offense
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Speed 30 ft
Ranged Fire Kinetic Blast +7 (2d6+2/*2) (Touch)
Melee Light Mace + 7(1d6+1/*2)(B)
Melee Dagger +7 (1d4+1/*2)(SorP)
Melee Fire Kinetic Blade +7 (2d6+2/*2) (Touch)

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Statistics
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Str 12, Dex 20, Con 20, Int 12, Wis 13, Cha 9
Base Atk +2; CMB +3/+7; CMD 22
Languages Goblin, Common, Draconic

Feats/Traits/Talents:

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Feats
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Weapon Finesse
Toughness

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Wild Talents
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Fire Sculptor

Elemental Overflow (Ex):+1 (+1Th+2D)
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Infusions
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1 - (F)extended range†, (F)kinetic blade†

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Defences
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Searing Flesh 1/4 lvls pt fire dmg grapple or hit
You can dismiss and restore this effect as an immediate action.

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Traits
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Celestial Blessings:
You know the will of a celestial, by one form or another a celestial can and does contact you at least weekly. It tries to guide you the best it can but sometimes social mores can get in the way
of the right thing to do. -1 to bluff but +1 on diplomacy checks. Diplomacy is always a class skill for you.

Hard to Kill
Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the
course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Natures Mimic
Benefits: You gain a +1 trait bonus on all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You can make Knowledge (nature) checks pertaining to animals that correspond to your style feats untrained.

Drawback
PowerHungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Skills:

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Skills: 15
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Swim (Str) +2 (1R)
Climb (Str) +2 (1R)

Acrobatics (Dex) +10 (2R)
Stealth (Dex) +15 (3R +4 race)
Ride (Dex) +6 (1R)

Perception (Wis) +7 (3R)
Heal (Wis) +5 (1R)

Kn Nature (Int) +6 (1R +1 Trait)

Use Magic Device (Cha) +3 (1R)
Diplomacy(Cha) +4 (1R+1trait)

Gear:

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Magical Gear
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Travellers any-tool (4/250gp)

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Armour
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Mithril Chain Shirt (13/1100gp)

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Weapons
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Light Mace (4/5gp)
Dagger *2 (2/4gp)

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Gear
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Masterwork Backpack (2/50gp) (+1str)
(Contents)
Trail Rations *5 (5/2.5gp)

Compass (.5/10gp)
100ft Silk Rope (10/20gp)
Spring Loaded wrist sheath - Dagger (1/5gp)
Waterskin *1 (4lbs/1gp)

Horse, light (combat trained) (110gp)
Riding Saddle (10/25gp)
Harness
Bit and Bridle
Studded Leather Barding (100gp)
Saddle Bags -
(Contents)
horse feed
Trail Rations *15 (15/7.5)
Wandermeal *10 (5/1)
Waterskin *1 (4/1gp)
Bedroll (5/-)

Encumbrance: 45 (Light = 50)
Gold 319

Kineticist Abilities:

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.

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.

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Elemental Overflow (Ex):+1
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3
kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits.

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.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.

At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

Elemental Overflow (Ex): At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical
ability score of her choice, and a +2 size bonus to the remaining physical ability score.

5th Level
At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0.

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At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell).

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Fire

Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

Wild Talents: 1st—basic pyrokinesis, burning infusion†, cold adaptation, fan of flames†, fire sculptor, fire's fury, heat adaptation; 2nd—searing flame; 3rd—eruption†, firesight, flame jet, heat wave, smoke storm, torrent†; 4th—flash infusion†; 5th—flame jet (greater), flame shield, trail of flames, unraveling infusion†; 6th—brilliant infusion†; 7th— explosion†, pure-flame infusion†; 9th—from the ashes.

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Universal

The following wild talents are available to all kineticists.

Wild Talents: 1st—draining infusion†, extended range†, kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, extreme range†, flurry of blasts†,
kinetic whip†, mobile blast†, snake†; 4th— expanded defense; 5th—grappling infusion†, kinetic form, spark of life, wall†; 6th—ride the blast; 8th—reverse shift.

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Defense Wild Talents

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Description::

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Skin: Moss Green
Eyes: Fiery Orange
Height: 5'0"
Weight: 160 lbs.

He has red hooded cloak draped over himself, He has moss green skin, his eyes and teeth give him a vaguely feline look, but he doesn't have the, scars, tattoos and savage appearance that characterises a standard Hobgoblin, he's a bit civilised.

He generally radiates noticeable warmth or is playing with some sort of flame wisp in his hands. When he is charged up the he glows and flames can be seen in his eyes.

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Personality::

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Hykan can seem imposing and beastly, but he does his best to minimise observers getting this impression, his actions seem to have been specifically trained into him to make him seem more cultured
and less foreign and threatening. When you get to know him, he is friendly and approachable.

More contemplative than learned Hykan seeks to know the world by being in it and experiencing what he can, thus he travels.

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Background::

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I am Hykan sometimes called the Traveller and I was raised by the half-orc Ackanot and my Hobgoblin mother Mireksa. They are proud farmer folk that run an underground mushroom farm that is located
in the outskirts of the town known as Tatzylford.

Born to a Hobgoblin tribe in the Hobgoblin armies of Isger, I was only a baby when my father Harida (A very powerful warrior) was killed by treachery and my mother was forced to flee lest we suffer
the same fate.

She made her way up through Andoran, Taldor and Galt skirting the edges of those nations until she found her way to the less civilized River Kingdoms and Mivon. It as here that they were found by the Half-Orc farmer Ackanot on one of his mushroom gathering missions to the wilderness near his home in the Narlmarches a new village that will come to be called Tatzylford. He was a simple man with no children of his own in a primarily human settlement, so he decided to offer her and her child hospitality. Ackanot helped raise me as a father but he and mother never had anything but a deep and abiding friendship for each other.

Having gotten away from the militaristic and barbaric hobgoblin culture I was free to forge my own path, seeing as the other parents in the town didn't really want me to be around their children in
school, I was informally educated by mother and Ackanot. They encouraged learning by doing as well as reading their limited supply of books.

The most significant event in my life began as a tingle and over time became a sort of background presence around me, until finally I was able to make contact with the spirits that were attracted
to me. Overtime as I learned to communicate with my spirit friends, I was able to find out that they were fire spirits and they taught me how to tap into the essences of the spirits around me and
summon them forth into this world in a form that made whatever I directed them at much warmer.

I also found that in times of need I could call the essence of these spirits forth in a torrent of flame. This natural connection to the flame also attracted the attention of a celestial being, I don't know their name but they constantly guide me visiting every now and again to offer council and sometimes lend creedence to my pitch of being good, by showing up and letting the people see that they approve of me.

Now wherever I go I have fire as my constant companion, I found myself useful around Tatzylford, in that people needed controlled fire for all sorts of things and I was the man for that. With the
help and guidance of my celestial friend I became relatively well known around town especially because I was very distinctive and wouldn't be mistaken for another Hobgoblin with less benevolent
intentions.

In my interactions with people of the town I found that not only did people need fire, they needed things delivered sometimes to far off places. This was just what I needed, fuel for my wanderlust and getting paid. I had a human accompany me in my first visit to a settlement, so I could get the chance to establish my legitimacy and then show the people how to recognise me.