Blacksmith

Jezu Quakecaller's page

55 posts. Organized Play character for excoman.


Full Name

Jezu Quakecaller

Race

Male Gnome

Classes/Levels

Geokineticist 1 | AC 16/14/13 | HP 12/12 | Fort+6, Ref+5, Will+1 | CMB-1, CMD 12 | Init+3 | Perc+7, low-light | Sense Motive+1 | Speed 20' | Conditions: none | Dancing Lights: 1/1 | Prestidigitation: 1/1 | Ghost Sound: 1/1 | Speak with animals | 1/1

About Jezu Quakecaller

Jezu Quakecaller
Type STANDARD/CLASSIC

Male gnome geokineticist 1
CN small humanoid (gnome)
Init +3; Senses low-light vision; Perception +7

Boons:

Inside knowledge: As a former memeber of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the chronicle sheet to take 20 on a single knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: Lord Avid is impressed that you’ve been able to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all charisma-based checks against nobility while on the isle of kortos. You can cross this boon off your chronicle sheet to lean heavily on your connection with Lord Avid. If you do so, the circumstance bonus on one such charisma-based check increases to +4, and you can apply it to anyone on the isle of kortos.

Earned Rewards and Sessions:

XP: 1
Prestige Points: 2

These were earned at:
Consortium Compact by GM Nine-Tuiles

Defense:

AC 16, touch 14, flat-footed 13 (+3 Dex, +2 armor, +1 size)
hp 13 (2d8)

Fort +6, Ref +5, Will +1

Offense:

Speed 20 ft.

Melee
Dagger +1 (1d3, 19–20/×2)

Ranged
Earth Blast +4 (1d6+5, x2)

Tracked resources:

Day rations: 10

Statistics:

Str 10, Dex 16, Con 18, Int 11, Wis 12, Cha 12

Base Atk +0; CMB -1; CMD 12

Feats Point-blank Shot

Skills
Acrobatics +3
Appraise +0
Bluff +1
Climb +0
Craft (any) +0
Diplomacy +1
Disguise +1
Escape Artist +3
Fly +3
Heal +1
Intimidate +1
Kn. Local +1
Kn. History +1
Perception +7
Perform (any) +1
Profession: (statuemaking) +5
Ride +3
Sense Motive +1
Stealth +11
Survival +1
Swim +0

Languages Common, Gnome, Sylvan,

Equipment:

backpack, bedroll, trail rations (per day) (10), dagger, leather armor
Money:
PP: 0
GP: 130
SP: 9
CP: 0

Special Abilities:

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 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 geokinesis) as a bonus wild talent.

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.

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.

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 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

Pushing Infusion
Element: aether, air, earth, void, water, wood; Type: substance infusion; Level: 1; Burn: 1
Associated Blasts: air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw: none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Simple 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.

Basic Geokinesis
Element: earth; Type: utility (Sp); Level: 1; Burn: 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Small Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed Gnomes have a base speed of 20 feet.

Low-Light Vision Gnomes can see twice as far as humans in conditions of dim light.

Defensive Training Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.

Gnome Magic Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Hatred Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.

Illusion Resistance Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.

Keen Senses Gnomes receive a +2 racial bonus on Perception checks.

Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages Gnomes begin play speaking Common, Gnome, and Sylvan.

NOTE: Boons are not included here. They are found in the “Boons” spoiler. :)

Traits:

AnatomistYou have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Avid ReaderAs a youth, you voraciously consumed books and scrolls provided by a member of an adventurer’s guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.

Knowledge skill chosen Knowledge Local