Harrower

Isaac Fulmen's page

1 post. Alias of TOMfoolery.


About Isaac Fulmen

Isaac Fulmen:

Classes: Kineticist(Aero) 1//Ranger(Deep Walker) 1
Alignment:Chaotic Good
Size: Medium
Type (Race): Humanoid (Human)
Age: 16
Height: 5'4"
Weight: 150lb.
Init: +4; Senses: Lowlight vision, Perception: +6

Defense:

AC: 20, Touch: 15, Flat-Footed: 15(+5 armor, +4 Dex)
HP: 19 [10(hit die)+5(Con mod)+3(Toughness)+1(Favored class bonus)]
Fort: +7
Ref: +6
Will: +2

Offense:

Speed: 30ft.
Melee: Kinetic Blade +6(vs touch AC) 1d6+2
Ranged: Electric Blast +7(vs touch AC) 1d6+3 30ft.
Special: 1st Favored Enemy (Constructs)

Special Abilities:

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 (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 can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
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.
Kinetic Blade

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

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.

Kinetic Blasts

Kinetic blasts comprise simple and composite blasts. A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.

When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. 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.

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.
Favored Enemy (Ex):At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex):A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex):A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Statistics:

Str: 11, Dex: 18, Con: 20(18), Int: 14, Wis: 14, Cha: 10
BAB: +1
CMB: +1
CMD: 15
Skills: Acrobatics +5[1+4+3-3], Climb +1[1+3-3], Knowledge(Dungeoneering) +6[1+2+3], Knowledge(Geography) +6[1+2+3], Knowledge(Nature) +6[1+2+3], Perception +6[1+2+3], Stealth +5[1+4+3-3], Survival +6[1+2+3], UMD +4[1+3]
Background Skills: Knowledge(Engineering) +7[1+2+3+1], Profession(Engineer) +5[1+2+3]
Feats: Combat Expertise, Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Weapon Finesse, Toughness, Weapon Focus(Kinetic Blast)
Languages: Common, Draconic, Auran
Traits:Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Blood of Dragons: Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Robot Slayer: The strange automatons that plague the
wilds of Numeria are a blight upon the world, and the idea
that there could be countless more of these creatures lying in
wait in the unknown ruins scattered throughout the region
chills your blood. Khonnir’s recovery of a deactivated robot
from the caves below Torch worries you—not only could
that thing wake up and run amok in town, but there may
well be more lurking below! You want to explore the caves
under Torch to determine if there is indeed a lurking robot
threat below town. You gain a +1 trait bonus on attack rolls
against robots and a +1 dodge bonus to AC against attacks
made by robots.


Equipment:

Armor: Chain Shirt 25lb.
Shield: Light Steel Shield 6lb.
Weapon:
Gear: Backpack, candle x2, chalk, hammer, piton x4, silk rope 50ft., sack x2, sunrod x3, tindertwig x4, everburning torch, bedroll, Blanket, small steel mirror, Compass, Belt pouch, Canteen x4, Rations x7

68.5lb (medium encumbrance)
Money: 25gp, 9sp


Backstory:

Isaac lives on the outskirts of Torch, in house too large for just one person. His parents made their living by hunting down the strange metallic creatures which seem to populate the area and selling the scrap. Unfortunately, one day Isaacs mother zigged when she should have zagged, and met her end. Isaac's father balmed himself and slowly drank himself to death, leaving Isaac by himself. Now a bitter young man, Isaac continues the family business with a worrying zeal. He wants to kill all of the strange constructs, and studies the corpses of his victims to learn how they function. Torch is his home and he will do all he can to keep it safe, though he's at a loss about how to relight the violet flame. Khonnir's discovery of the deactivated construct means that he can still help, though. Where there is one, there is sure to be more, and that draws him like a moth to a flame.