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About Jeb BarloStatistics:
PFS # 293444-4 Faction: Grand Lodge Experience 5 Fame 10, Prestige Points 8 Jeb Barlo
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Burn (Ex): 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. 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. (Burn=1 nonlethal; Max Burn 5, Max 1 burn per turn) Elemental Defense - Shroud of Water
Elemental Focus (Su): 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 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. 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): 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. …Quenching Infusion: Substance infusion, Level 1, Burn 1
Kinetic Blast (Sp): 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 on page 12), 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. …Water Blast: water, physical, simple, bludgeoning, 1d6+3
Proficiencies Kineticists are proficient with all simple weapons and light armor, but not shields. Wild Talents A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 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. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents. Utility Wild Talents
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear dagger, holy water, acid (3), tangleburn bag, potion of cure light wounds (2), potion of shield, antiplague (3), antitoxin (3) Possessions MW chainshirt, MW backpack, sack (2), flint and steel, torch, silk rope (50 ft.), grappling hook, mug, bedroll, rations (3), explorer's outfit, wayfinder Carrying Capacity Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb. Current Load Carried 46.5 lbs. Money 998 GP 6 SP 7 CP Temporary Gear:
Boons:
[] [] [] Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small feathered bear to aid you use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level). [] [] Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a top to simmering regional conflucts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society to help you in your journeys. When you would fail a skill check or ability check related to putting out a fire , or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to preroll the check. This reroll represents the goblin rushing to your aid. [][][] Guardians of the Farheavens: You successfully reunited Dolok Darkfur with the lost god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boons a standard action to affect a single bear or owl bear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level. Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface. Remnant of the First World: One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties on the lines below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.
Background:
Jeb was born and raised in Wartle. Jeb never knew his Pa. His Ma was an easy woman. But it kept a roof over his head. Jeb grew up in the swamps. Jeb always had a strange way with water. Many of the townsfolk shunned Jeb for being different. Not long ago Pathfinder came through Wartle, and noticed Jeb's talents. This Pathfinder needed a local guide. Jeb spent a few months with the Pathfinder studying ancient ruins in the swamp. After the Pathfinder was done studying the ruins, the Pathfinder invited Jeb to Magnimar's Pathfinders Lodge to work as an understudy. Jeb is excited to be become a Pathfinder. Appearance and Personality:
Jeb is a very weathered looking fellow with a full head of wild hair and a long beard. His gear looks equally as weathered. Jeb is often humming pleasantly to himself. Jeb also often scratches at his beard. Jeb has a strong funky odour. Jeb enjoys the outdoors, but is intrigued by big cities. NPCs and Contacts:
Venture-Captain Dennel Hamshanks - sent him on his first mission Fellow Pathfinders:
Teloish the Sly - creepy witch, went on Jeb's first mission with him Zaraah Katsu - sleepy, talks about dreams, went on Jeb's first mission with him Kennick Romanescu - bought ale for everyone, went on Jeb's first mission with him Alrik Darkson - dwarf with dark armour, went on Jeb's first mission with him Completed Scenarios:
#23: Tide of Morning #9-14: Down the Verdant Path #6-08: The Segang Expedition --- #9-18: Scourge of the Farheavens |