Ham

Iron Chef Sparky's page

8 posts. Alias of stormraven.


About Iron Chef Sparky

Sparky
Male Halfling Monk (Monk of the Empty Hand) 5 / Elementalist (Flame Warrior) 5 | Gestalt 5
LN Small Humanoid (Halfling)
Init +3; Senses Perception +12

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Defense
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AC 21, touch 19, flat-footed 16 (+3 Dex, +2 Dodge, +1 Monk, +1 Size, +2 Wis, +2 Armor)
HP 33 (5d8+5)

Fort +6, Ref +8, Will +7; +2 vs. fear

Defensive Abilities Evasion; Resist Fire 10

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Offense
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Speed 30 ft.

Melee
Destructive Blast +8 (3d6 to 5d8+2) or
Unarmed Strike +7 (1d6+3) or
Unarmed Strike FOB +10/+10/+5 (1d6+3)

Ranged
Destructive Blast +8 (3d6 to 5d8+2)

Special Attacks
Flurry of Blows
Ki weapons: Unarmed Damage
Stunning Fist (1/day, DC 14)
Versatile Improvisation

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Sphere Magic
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Caster Level 3 (5 w/Destruction Sphere); MSB +5; MSD 16; Concentration +9
Tradition None; CAM CHA
Spell Points 9

Destruction - CL 5; DC 16; Duration Instant; Range Medium (150') [Extended Range]
> Destructive Blast STAND to M/RTA of 3d6 (Up to 5d6 for 1SP) [+1 Type & Shape]
> Destructive Blast STAND to M/RTA of 3d8+2 (Up to 5d8+2 for 1SP) [Searing Blast, Fire Focus] [+1 Shape]
> Searing Blast (Type) Blast does d8s not d6s for DAM.
> Energy Blade (Shape) SWIFT to make Weapon ATT with Blast [Improved Energy Blade].
> Energy Leap (Shape) 1SP STAND to move in straight line up to Medium (150') with no AoOs and causing Blast DAM on passed thru enemies.
> Extended Range (Talent) Increase range by 1 unit.

Nature - CL 3; DC 15; Duration Instant or Concentration (FREE Act, 1SP to persist for 1 rnd/CL); Range Close (35')
> Geomancing Fire
> Create Fire Concentrate - max size Diminutive
> Affect Fire Concentrate - increase/decrease natural fire size by 1 category
> Manipulate Lava +1 SP for either ability below:
> > Vortex Concentration - 1SP to Create sucking vortex 5' wide by 10' high ; Reflex or 1d8+1 DAM; Move vortex 30' per rnd
> > Freeze (Obsidian) Instant - 2SP Turn lava (1" thick & 5' sq per CL) to obsidian w/ 5 Hardness & 9 HP (3/CL) and may trap creatures

Specials
Weave Energy - Class Level as Caster Level for Destruction Sphere
Fire Focus - +2 DAM (1/2 Elementalist Level) to all Fire Blasts
Fire Defense - Fire Resistance 10 (5 + 1/2 Elementalist Level)

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Statistics
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Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 18

BAB +3; CMB +4; CMD 20 , flat-footed 15

Feats & Traits
Combat Reflexes, Deadly Agility, Dodge, Improved Energy Blade, Improved Unarmed Strike, Piranha Strike, Stunning Fist, Weapon Finesse
Traits: Practiced Aim, Well-Informed (Diplomacy)

Skills
Acrobatics +13 (+18 to jump)
Bluff +8
Climb +8
Diplomacy +8
Escape Artist +7
Fly +9
Handle Animal +5
Intimidate +4
Knowledge (arcana) +5
Knowledge (history) +5
Knowledge (planes) +2
Knowledge (religion) +5
Perception +12
Profession (baker) +6
Profession (butcher) +6
Profession (cook) +10
Ride +7
Sense Motive +7
Sleight of Hand +4
Spellcraft +5
Stealth +14
Survival +6
Swim +4

Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception

Languages Common, Dwarven, Halfling

SQ
Ki Pool: 4 Points
0p - Ki Strike (counts as Magic)
1p - Ki Defense SWIFT to gain +4 Dodge AC for 1 rnd
1p - Ki Flurry SWIFT to gain extra FOB attack
1p - Ki Speed SWIFT to +20' speed for 1 rnd
1p - Ki Throw SWIFT to increase range increment +20' for thrown weps or shuriken
1p - Ki Weapon SWIFT for improvised weapon to deal IUS Damage

Evasion
Fast Movement (+10')
High Jump (add Monk level to Acrobatic jump)
Maneuver Training (Other BABs + Monk Level)
Slow Fall 20 ft.
Stunning Fist + Fatigued
Versatile Improvisation (change damage type on weapons)

Gear
Clothing
Bracers of Armor AC:2
6,500 GP

Appearance:
3' 34lbs ; 25 years old
Hair: Brown ; Eyes: Light Brown

Sparky's looks don't make him stand out. He is of average height, average weight (not as fat as you might think), and average build for a halfling. Though if he were to flex - which is very un-hobbity - he's all ropey muscle. His hair is even an average brown and his skin is an average tan. You wouldn't look twice if you saw him on the street... except he doesn't sport the typical curly locks. His hair is a short-cut shock of brown that mostly stands on end or leans rakishly. Some of the ends even seem a bit singed, like he's slept too close to a forge. Beneath the odd hair are his odd eyes. They are bright, lively, and almost magnetic in a glowing shade of light brown.

Whether he's working or not, Sparky generally wears a stained apron over the rolled up sleeves of his threadbare shirt and breeches. While he talks excitedly, he often emphasizes his points with the wave of a ladle or a heavy cast iron frypan.

Personality:
Sparky is a happy-go-lucky live-wire. He moves fast, thinks fast, and talks fast. He is gregarious and personable. Despite the hardships of his life at present, Sparky keeps plugging away at his goals with boundless energy and enthusiasm. His goals, in order of immediacy, are:
1. Get a steady job as a cook in a decent tavern.
2. Become a respected chef (and make more money).
3. Open his very own tavern/restaurant.
4. Travel the planes gathering rare and intriguing herbs and ingredients to offer in his restaurant.

Backstory:
Deity: Hester
Social Class: Impoverished
Home: Canal District

Sparky was born and raised in a tight-knit halfling family with deep roots in Bard's Gate. He has two interests, one very halfling and the other not. His halfling passion is food - prepping it, cooking it, and eating it. Drinks are good too... but food is better. When his abilities to harness and control fire emerged, he was sure it was fate's way of telling him that being a chef was his destiny. That pleased his family. His other passion didn't. Unlike his conservative, cautious, and 'stick to your own kind' family... Sparky enjoyed rubbing elbows with other races.

He began running with the 'wrong sort of people' - which to his family was anyone over 4' tall. Part of it was unavoidable, the Cook's Guild was a loose brotherhood (and sisterhood) of folks who shared a common interest in the culinary arts. Race didn't matter... only how well you could keep a souffle from falling. And Sparky, with his pinpoint control of oven temperature could keep a souffle standing proud and never burned a loaf a bread. The cook lifestyle was a lot of late nights, sharing new recipes, and drinking. It wasn't approved halfing behavior. In short order, Sparky became his family's black sheep and raised eyebrows in their insular community with his 'antics'. His parents, desperate to turn him into a model halfling, shipped him off to a monastery where they hoped the monks would beat the wildness out of him and replace it with discipline. After a year, he left the monastery and took up his old life... in a far more disciplined way.

Sparky couldn't blame his family for distancing themselves from him. He was just too different from them. Once he was cut off, Sparky turned his attention to getting his career back on track. His forced year in exile had seen his membership in the guild lapse and did damage to his reputation. He would have to start his career all over again and rebuild his reputation in the city. He was a diligent worker. He sharpened his rusty cooking abilities and studied both butchery and baking to round out his skillset. Through a lot of effort Sparky has become a skilled cook, baker, and butcher. Despite his threadbare existence, Sparky is sure success is 'just around the corner'. So no matter how little money he has, he always makes sure to pay his dues and remains in good standing with the Butcher's Guild, Baker's Guild, and Cook's Guild. Being a member of all three guilds is a distinguishing rarity. And his ability to cook complicated dishes perfectly, delivering every course at the correct temperature is uncanny. It is also the source of some jealous speculation from his peers. Some see it as a parlor trick and others as a gift. But until breakout success comes, Sparky keeps hustling - taking multiple jobs, working at some restaurants for free, always hoping for his big break.

Special Abilities:
Casting (CL 3, Charisma, DC 14) You can cast sphere effects.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Agility Use Dex for damage with light and finesse weapons
Destruction: Destructive Blast 3d6 Ranged or melee touch attack deals 3d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Energy Leap Spend 1 SP to move up to the range of your destructive blast, affecting targets along the way
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Searing Blast Your destructive blast deals fire damage using d8 dice instead of d6.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fire Focus (Su) You do more damage with fire blasts
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+5/+25 with ki point) (Ex) +5 to Acrobatics checks made to jump.
Improved Energy Blade Use Energy Blade as a swift action with a weapon attack
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (4/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Throw (Ex) 1 Ki point: +20' range increment for thrown weapons or shuriken.
Ki Weapons: Unarmed Damage (Su) 1 Ki: Improvised weapon deals damage as unarmed strike.
Maneuver Training (Ex) CMB = other BABs + Monk level
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Nature: Affect Fire (Up to 1 size category) Make a normal fire larger or smaller
Nature: Create Fire (Max size: Diminutive) Create a fire that burns without fuel
Nature: Geomancing (Fire) You may command terrain and natural effects to act on your behalf
Nature: Manipulate Lava As Vortex or Freeze, but requires lava
Piranha Strike -1/+2 You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Versatile Improvisation (Ex) Improvised weapons can change damage type.
Weave Energy Gain Destruction as a bonus sphere, and use your class level as caster level with Destruction.