Race |
HP: 51 (51) | AC: 23; T: 14; FF: 19 | Init: +2 | Fort: +8; Ref: +6; Will: +7 |
Classes/Levels |
Spells/Day: 4 (4) / 3 (3) | Mental Focus: 12 (12) | Invested: Evocation: 6 (6); Transmutation: 6 (6) |
Languages |
Abyssal, Celestial, Common, Eastern, Elven, Infernal, Northern, Southern, Western |
Occupation |
NG Human Occultist 6 |
Strength |
18 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
13 |
Charisma |
10 |
About Kinsman
AC: 10 base +9 armor +3 dex +1 Dodge
BAB: 4
Speed: 30'
Weapons:
1) Gauntlet: +9 to hit; 1d4+5 damage; 20/x3 crit
2) Melee Touch: +8
3) Ranged Touch: +7
Skills:
*Acrobatics r5 +11
*Climb r5 +9
*Craft (Mechanical) r6 +12
*Disable Device r6 +12
*Knowledge (Arcana) r6 +12
*Perception r6 +10
*Sleight of Hand r6 +12
*Stealth r6 +13
*Swim r5 +9
*Fly r6 +12
Background Skills:
*Knowledge (Engineering) r6 +13
*Knowledge (History) r6 +13
*Linguistics r3 +13
Class Features:
*Archetype (Battle Host)
- Panoply Bond (gain MW Breastplate for free that acts as all my implements and is immune to the broken condition; This ability alters implements, mental focus, spellcasting, and implement mastery)
- Spirit Warrior (standard that doesn't provoke; spiritual ally that uses int mod; 1/day; replaces aura sight)
- Heroic Spelendor (swift; gain +4 insight bonus to str, dex, or con for 1 min; 1/day)
*Battle Skill (add half level to UMD vs. Weapons, Armor, and Shields)
*Battle Reading (Interact with object to see important emotional/historical things related to object vs. Weapons, Armor, and Shields)
*Evocation Implement:
- Resonant Power: Intense Focus (+1 bonus to evocation damage rolls /2 pts. inv; max bonus +4)
- Base Focus Power: Energy Ray (std that provokes; 30' range; deal 3d6 acid, cold, elec, or fire damage)
- Focus Power: Energy Blast (std that provokes; 2 pts; 20' radius blast within 100'; deal 5d6 acid, cold, elec, or fire damage; ref half)
- Focus Power: Radiance (std; targets weapon; sheds light like torch; counts as a 3rd level spell; max concurrent: 1; on crit, can end effect to faerie fire crit target; lasts 1 hr/class level)
*Transmutation Implement:
- Resonant Power: Physical Enhancement (+2 temp enh to ability score /3 pts. inv; max bonus +4)
- Base Focus Power: Legacy Weapon (std; 1 pt; 1 min dur; add +2 enh to weapon. Can add an equivalant plussed bonus. must have at least +1 bonus to add plussed bonuses)
- Focus Power: Sudden Speed (swift; 1 pt.; +30' base speed; 1 min dur)
Traits:
*Minor Technological Knowledge (can use Know: Engineering determine the principles powering a given technological device. If you are trained in knowledge history, you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device; campaign)
*Bandit (+1 trait bonus to stealth checks and stealth as a class skill; region)
Feats:
*Extra Mental Focus
*Armor Focus (Breastplate)
*Power Attack
*Dodge
*Technologist
Spells:
*Spell DC: 14 +Spell Level
*Knacks:
Message
Telekinetic Projectile
*First:
Lead Blades
Burning Hands
*Second:
Darkvision
Sound Burst
Equipment:
+2 Breastplate 4000 gp
+2 headband of Int (Fly) 4000 gp
+2 Belt of Dex 4000 gp
+1 Spiked Gauntlet 2305 gp
+1 Ring of Resistance 1500 gp
195 gp