Radi Hamdi

Kasit's page

103 posts. Alias of Grumbaki.


Wounds (0) NL (0) HP (15) AC (16/14/12) Saves (6/7/0) CMD (13)


Kinetic Chirurgeon VMC Magus (1.5)


Common, Dwarven; Thieves Cant, Varisian

Strength 10
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 10
Charisma 10

About Kasit

To Hit 30ft Range: +5
Damage: 1d6+5

Race, Traits:

* Stats: +2 Dex
* Bonus Feat: Point Blank Shot
* Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

* Trap Finder (You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.)
* Fast Talker (You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.)
* World Traveler (+1 Diplomacy and class skill)

Feats, Utility Talents, Skills, Equipment:

Lvl 1: Point Blank Shot, Precise Shot
Lvl 3: VMC Arcane Pool
Lvl 5: Weapon Focus
Lvl 7: VMC Familiar

Lvl 1: Kinetic Healer (With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.)

* Disable Device: 1 SP (+11)
* Stealth: 2 SP (+9)
* Sleight of Hand: 2 SP (+9)
* Perception: 2 SP (+6)
* Bluff: 1 SP (+5)
* Diplomacy: 1 SP (+5)
* Intimidate: 2 SP (+5)
* Linguistics: 1 SP (+3)

* Pickpocket’s Outfit (Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.)
* Masterwork Thief Tools
* Masterwork Studded Leather
* Masterwork Backpack with fighter’s kit
* Dagger
* 2 gold

Aether Kineticist:

Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
Basic Telekinesis
* Element(s) aether; Type utility (Sp); Level 1; Burn 0
* This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Telekinetic Blast
* Element(s) aether; Type simple blast (Sp); Level —; Burn 0
* Blast Type: physical; Damage bludgeoning, piercing, or slashing
* You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).
* You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

Gather Power
* 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.

Kinetic Chirurgery (Su)

A kinetic chirurgeon must select either aether, water, or wood as her primary element. If she selects aether or water, she gains kinetic healer as a bonus wild talent at 1st level. If she selects wood, she must then select positive blast as her first simple kinetic blast and gains wood healer as a bonus wild talent at 1st level. At 3rd level and every 2 levels thereafter, the kinetic chirurgeon can select any one paladin mercy that a paladin of that level could select. Each time she uses kinetic healer, she can apply one of these mercies to the target of the healing. A kinetic chirurgeon can never use infusions.


1. Kasit grew up to a poor Varisian single-mother. Became a pickpocket as a child so as to not starve. In city (whatever nearby large city is in campaign setting)
2. As he grew older, he fell in with a street gang. Went from pickpocketing to burglary.
3. Telekinesis began manifesting at puberty, and wasn’t truly controllable until late teens. It wasn’t until he was 19 that he learned that he could heal the injured.
4. Fled the city when a burglary went wrong, and a friend of his killed the man who lived there. The watch caught his friend and he skipped town before they could pick him up.
5. He has wandered ever since. He goes from town to town as a traveling healer, and uses his telekinesis to steal from those he helps. He uses his role as a healer to avoid suspicion.

1. See profile picture. Roughly 5’7, slight build. Has relied on his telekinesis too much to ever need to rely on anything else.

Character Goals
1. Money. He wants to earn enough, through effort, deceit or otherwise, to no longer need to wander and steal. He would also like to eventually bring his mother out of poverty, though that would require returning home...
2. To develop his telekinesis. It is the one thing that makes him feel unique. He wants to know where it comes from, and what it’s limits are.

Player Goals
1. To be more than a one-shot
2. To actually get to use telekinetic finesse...lvl 1.5 doesn’t allow it :(

Character's Secrets
1. He is wanted in City X, for his part in the burglary gone wrong.
2. When he fled City X, he left his mother behind. His guilt from this eats away at him.

Secrets Kept from Character
1. His telekinesis and darkvision is because of Div blood that runs in his family.
2. His father had the same powers that he did. His reliance on said powers got him killed. His mother hoped that he wouldn’t follow the same path.

1. Alina: Kasit’s mother. A seamstress by trade, who barely gets by. She gave him a non-Varisian name in the hope that it would lessen prejudice against him.
2. Ionacu: Leader of his former street gang. A half-orc brawler who Kasit grew up fearing.
3. Zandu: The son of the man who was murdered during the burglary gone wrong. He wanted nothing more than to kill Kasit’s companion, but had to settle for watching the execution. He is frustrated by the watch not caring enough about Kasit to search for him. Should Kasit ever return, Zandu would stop at nothing and would spare no expense, to avenge his father’s death.
4: Korgan Stoneaxe: Kasit used to be a burglar, true. But he learned his trade from an artisan. To be precise, Korgan Stoneaxe, a locksmith by trade. Korgan was an unofficial member of the gang that Kasit belonged to. He never did anything as unseemly as perform any thievery himself, nor did he ever outwardly condone it. Rather, he merely took on an apprentice or two in the art of locksmithing, with the early lessons being how different locks work, and how they open. Completely legitimate, no? And from the gang he would buy certain items without any questions asked. And would be able to guarantee that certain locks would not be picked. Either by spreading the wealth, or for the simple fact that he did not teach how to unlock *every* type of lock.

As for why he did this? It was because he was a refugee who had lost his home to hobgoblin invasion. And he had the dream of raising enough coin to finance a reconquest of his family’s mine. A task low in the list of priorities of his people as a whole but high on his.

Korgan was the closest thing to a father than Kasit ever had. The two became close over the years, and the dwarf, who had lost his own son to the hobgoblin invasion, had begun hinting that Kasit should really become an apprentice of his. As is, that came too late, as Kasit had to flee the city. Korgan he is a figure that Kasit knows he can trust. Especially if his help comes at a fair price...

1. Getting caught as a child stealing food. He was beaten by the merchant, though in the man’s ‘mercy’ the guards were not called.
2. Being evicted several times due to his family’s poverty.
3. Leaving the city for the first time when fleeing the law. It was his first time seeing the wilderness.