Nimblewright

Jingham Stormwielder's page

21 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


About Jingham Stormwielder

Jingham Stormwielder
Male human (kellid) alchemist (vivisectionist) 1/barbarian (urban barbarian) 1/kineticist 2
N Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)
hp 42 (4 HD; 3d8+1d12+18) NL Dmg:0 Burn 0/7

Fort +12, Ref +9, Will +0
Defensive Abilities elemental defense (enveloping winds)

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Offense
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Speed 30 ft.

Melee mwk klar +2 (1d6-1)

Ranged electric blast +5 touch (1d6+2)

Special Attacks rage (8 rounds/day), sneak attack +1d6

Alchemist (Vivisectionist) Extracts Prepared (CL 1st; concentration +4)
. . 1st (2/day) — shield (1)

Formulae Book
1st- Ant Haul, Cure Light Wounds, Endure Elements, Heightened Awareness, Shield

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Wild Talents
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EXTENDED RANGE
Element universal; Type form infusion; Level 1; Burn 1
Prerequisites: kineticist level 1st
Associated Blasts: any
Saving Throw: none

Your kinetic blast can strike any target within 120 feet, rather than 30 feet.

PRESSURIZED BLAST INFUSION
Element air or water; Type substance infusion; Level 1; Burn 1
Prerequisites kineticist level 1st
Associated Blasts: air, blizzard, charged water, sandstorm,
steam, thunderstorm, water
Saving Throw: none

You build up air or water inside yourself and then release it with increased pressure. Make a Bull Rush combat maneuver attempt against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier. This infusion can push a foe back by a maximum of 5 feet. You cannot use this infusion with a form infusion that causes your kinetic blast to lack a clear direction to push, such as cloud.

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Statistics
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Str 9, Dex 16, Con 18, Int 16, Wis 9, Cha 8
Base Atk +2; CMB +1; CMD 14

Traits Local Ties, Accelerated Drinker

Feats Brew Potion, Deadly Aim, Extra Rage, Throw Anything

Skills
Acrobatics +9 (4 ranks, 3 dex, 3 class, -1 ACP)
Disable Device +11 (4 ranks, 3 dex, 3 class, -1 ACP, +2 tools)
Heal +6 (4 ranks, -1 wis, 3 class)
Knowledge (engineering) +11 (4 ranks, 3 int, 3 class, 1 trait)
Linguistics +7 (1 rank, 3 int, 3 class)
Perception +6 (4 ranks, -1 wis, 3 class)
Stealth +8 (3 ranks, 3 dex, 3 class, -1 ACP)

Languages Androffan, Common, Giant, Hallit, Orc

SQ alchemy (alchemy crafting +1), burn, controlled rage, crowd control, elemental focus (air), kinetic blast, mutagen (+4/-2, +2 natural armor, 10 minutes), wild talents (extended range, pressurized blast infusion)

Combat Gear mutagen; Other Gear +1 darkleaf cloth lamellar (leather) armor, mwk klar, belt of mighty constitution +2, cloak of resistance +1, wayfinder, 188 gp

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Special Abilities
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Alchemy (Su):
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Brew Potion (Ex):At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su):At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex):All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Fast Movement (Ex):A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Controlled Rage (Ex):When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the boundaries that are safe for her body. Some of her wild talents offer her the option to accept burn in exchange for a greater effect. For each point of burn she accepts, a kineticist suffers one point of nonlethal damage per character level.

This damage cannot be removed by any means without a full night’s rest. A full night’s rest removes all burn and all associated nonlethal damage. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A kineticist can never choose to accept burn if it would put her total points of burn over her Constitution modifier + 3, though she can be forced to accept more burn from a source outside her control.

If she has both hands free, as a move action, a kineticist can visibly gather energy or elemental matter around her, allowing her to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If she takes any damage while gathering power and before the kinetic blast that releases it, she must make a concentration check (DC = 10 + damage dealt + effective spell level of her kinetic blast) or lose the energy in a wild surge that deals her 1 point of burn.

Enveloping Winds (Su): As an immediate action, you surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. This miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time you recover your burn. You can continue to accept points of burn to increase the miss chance further, to a maximum of 75%. You can dismiss this effect as an immediate action,but otherwise it continues until you dismiss it.

Kinetic Blast (Sp): At 1st level, a kineticist chooses one of her element’s simple blast wild talents. The kineticist can unleash her kinetic blast at a range of 30 feet at will. A kinetic blast requires at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.

By using wild talents called infusions, a kineticist can alter her kinetic blast to suit her whims. Substance infusions alter a kinetic blast’s inner nature to cause an additional effect, while form infusions change the outer nature of the blast, causing it to manifest in a completely different way. You can use any of the blast wild talents you know in conjunction with no more than one associated form infusion and no more than one associated substance infusion at a time.

You shoot an arc of electricity toshock a single foe as a ranged touch attack. If you hit,the target suffers an amount of electricity damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels beyond 1st. Spell resistance applies.

Description
Ht: 6' 2"
Wt: 150 lbs
Age: 25
Hair: Black
Eyes: Dark brown
Skin: Tanned brown, laced with ugly cybernetic bits

Background
Jingham was born as a member of a wandering band of Kellid nomads. When he was a young man his family was captured by Technic League slavers. They kept him captive for many years, separating him from his family. He doesn’t know the fate of his parents or his two sisters, but knows it can’t be anything good. During the end of his captivity the League began to use him as a test subject for some experimental cybernetics they were developing. The test was a failure, leaving Jingham disfigured and weak, but fast, tough and intelligent. The botched implants also awakened a latent power over electricity within him. After gaining the ability to manipulate electrical energy, he fought his way free of the League and escaped. Since then Jingham has wandered Numeria, studying and scavenging tech. He sells the tech he finds to several people, one of which is Khonnir Baine in Torch.