Bard

Kragg Oldstone's page

531 posts. Alias of Grumbaki.


Race

Wounds (0) HP (39) Burn (1) Nonlethal (0) Temp (4) Buffer (0/1)

Languages

Common, Dwarven, Undercommon, Draconic, Terran, Ignan, Auran, Aquan

Strength 13
Dexterity 18
Constitution 17
Intelligence 15
Wisdom 18
Charisma 7

About Kragg Oldstone

Healing
* Heal: +4 (skills) +3 (class skill) + 3 (familiar) + 5 (gloves) + 1 (ioun stone) +4 (Wis) = +20
* DC 20 = Heals 4 HP (lvl) + 4 (wisdom) = 8
* DC 25 = Heals 4 HP (lvl) + 8 (wisdom) = 12
* DC 30 = Heals 4 HP (lvl) + 4 (knowledge planes) + 8 (wisdom) = 16

Faith Healing (Heal)
* Heal Skill Modifier: +22
* You apply esoteric principles to temporarily suspend or remove curses, diseases, and ability damage. Check: You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself.
* Restore Vitality: You suppress ability damage. You perform a 1-hour ceremony, after which you attempt a Heal check against the DC of the effect that caused the ability damage.
If you succeed at the check, you temporarily suppress 1 point of ability damage for 1 hour, plus 1 additional point and hour for every 5 by which the check result exceeds the DC. A creature can benefit from this treatment no more than once per day.
* Suspend Affliction: You treat one curse, disease, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Heal check. If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
* Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Heal check. If the result of the check is at least double the DC of the original affliction, the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.

Offense
* To Hit: +3 (BaB) + 4 (Dex) + 1 (Elemental Overflow) = +8
* Damage: 2d6+2 (blast) + 3 (Con) +3 (Elemental Overflow) = 2d6+8

Elemental Overflow
* Each point of burn gives +1 Hit and +2 Damage
* Max of +1/+2, increases by +1/+2 at lvls 6, 9,12,15,18

Defenses
* HP: 8 (lvl 1) + 15 (lvls 2-4) + 12 (con) = 35
* Nonlethal: 4 (Burn 1, for elemental overflow)
* Fort: +4 (class) + 3 (con) = +7
* Ref: +4 (class) + 4 (dex) = +8
* Will: +1 (class) + 4 (wis) = +5
- Hardy: +2 vs spells and SLAs
* AC: 10 (base) + 4 (Dex) + 2 (Shield) + 3 (Armor) = 19/14/15
* CMD: 10 +3 (BaB) + 2 (Str) + 4 (Dex) = 19

Dwarf, Stats:

• Stats: +2 Con, +2 Wis, -2 Cha
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Fey Thoughts Select two of the following skills: Perception, Sense Motive, Sleight of Hand. The selected skills are always class skills for the character. This trait replaces hatred.
• Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Stats
5d6 ⇒ (6, 6, 2, 1, 6) = 21 18
5d6 ⇒ (4, 1, 5, 4, 4) = 18 13
5d6 ⇒ (3, 2, 1, 4, 1) = 11 9
5d6 ⇒ (5, 1, 5, 4, 5) = 20 15
4d6 ⇒ (5, 6, 4, 4) = 19 15
5d6 ⇒ (1, 4, 5, 3, 6) = 19 15

Str: 13
Dex: 18
Con: 15 + 2 (race) = 17
Int: 15
Wis: 15 + 2 (race) +1 (Race) = 18
Cha: 9-2 (race) = 7

Level Plan:
Lvl 4 (+1 Con) Lvl 8 (+1 Wis) Lvl 12 (+1 Int) Lvl 16 (+1 Str) Lvl 20 (+1 Cha)

Elemental Overflow Plan:
Lvl 6: +2 Dex and Con
Lvl 11: +4 Dex, +2 Str, +2 Con
Lvl 16: +6 Dex, +4 Con, +2 Str

Traits and Skills:

Traits
• Secret Knowledge: +2 K Planes and Class Skill
• Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Skills and Background Skills: 8/lvl
Occult Skill Unlocks
* Diplomacy: +7
* Intimidate: +5
* Sense Motive: +13
* Bluff (untrained): -2
* Perception: +11 (+13 stonework)
* Knowledge Planes: +10
* Heal: +18 (+20 with satchel)
* Linguistics: +6
* Profession - Clockwork: +13

Feats, Equipment:

Feats
Campaign: EitR (power attack, no point blank shot, deadly aim, weapon finesse)
Lvl 1: Precise Shot, Toughness
Lvl 3: Precise Shot
Lvl 3 Feat: Healer’s Hands Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).)
Lvl 5: Incredible Healer
Lvl 7: Expanded Defense
Lvl 9: Steel Soul
Lvl 11: Signature Skill Heal
Lvl 13: Iron Will

Equipment (6000 starting)
• Masterwork Chain Shirt (250)
* Buckler +1 (1155)
* Healer’s Gloves (2500)
* Cloak of Resistance +1 (1000)
* Healer’s Satchel (1500)
* Fighter's Kit (9)
* Cracked Incandescent Blue Sphere Ioun Stone - +1 Heal (200)
* 386 Gold

Wild Talents:

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 Clockwork Gun
* Element(s) earth; 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).

Force Ward
* Element(s) aether; Type defense (Su); Level —; Burn 0
* You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.
* You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.
* If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Internal Buffer
* Stores 1 burn

Utility Wild Talents:

Lvl 2: Elemental Whispers
* Occult Messenger Archetype
* +3 Heal
* See the Unseen (Ex) While an occult messenger is within arm’s reach, the master gains the Psychic Sensitivity feat. This replaces Alertness.
* Teacher from Afar (Ex) When the occult messenger’s master uses a psychic skill unlock while the occult messenger is within arm’s reach, the master gains a competence bonus on skill unlocks equal to half the occult messenger’s level. This replaces deliver touch spells.

Lvl 4: Telekinetic Haul
* Element aether; Type utility (Sp); Level 2; Burn 0
* Prerequisite basic telekinesis
* When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Lvl 6: Self Telekinesis

Lvl 8: Greater Self Telekinesis

Infusions:

Lvl 1: Extended Range
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Lvl 3: Kinetic Blade
* Burn 1
* You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
* You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Lvl 5: Extreme Range (further buffs telekinesis to go from 30ft to 60ft speed)

Kineticist:

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. Simple blasts are listed with their corresponding elements.

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), 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.

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.

Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements.

Most composite blasts are either physical or energy blasts, like simple blasts.

Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist’s Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st.

Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

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.

Elemental Overflow (Ex)

At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.

As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.

Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.

At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Metakinesis
* At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, he can empower her kinetic blast (as if using Empower Spell))

Infusion Specialization
* At 5th level, whenever a kineticist uses one or more infusions with a blast, he reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.)
* Lvl 8: Another -1

Appearance and Personality:

Description: Kragg is always well dressed and groomed, taking his appearance (especially his beard) very seriously. Broad of shouldered and calloused of hand, he spent the majority of his life as a clockmaker. This was initially a disappointment to his clan, who expected him to work away within Highhelm as a stonemason like his father, and his father before him, a lineage stretching back all the way to the Quest for Sky. But as a follower of Brigh, he followed his heart. And when his craftsmanship spoke for itself, he earned acceptance. He was content, to spend his life tinkering, crafting, and experimenting with aether. Unfortunately for him, and everyone else, the world ending changed those plans.

He is a straightforward dwarf, who wears his emotions on his sleeve. Direct, and to the point, a lifetime of business dealings have forged him into someone who attempts to reach an accord and to talk through issues. Threats and shows of force do not come naturally to him, and lying is anathema to who he is.

Healer’s Satchel:

This well-worn physician’s bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer’s satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer’s kit).

In addition to the benefits described above, a specialized healer’s satchel comes with enchantments and equipment to further aid in certain medical situations.

Diagnosis: The specialized healer’s satchel contains a wide variety of magical tools for diagnosing illness and injury. When attempting a Heal check while expending one or more uses of the satchel, the user is automatically aware if the check failed. Additionally, the user can spend 1 minute scrutinizing a patient to increase the circumstance bonus granted by the specialized healer’s satchel by 2. This scrutiny can be performed only once per Heal check attempted.

First Aid: The specialized healer’s satchel contains self-binding tourniquets, enchanted smelling salts, and other magical tools to help a dying patient recover. The wielder can expend two uses of the specialized healer’s satchel when performing first aid to heal a character at negative hit points to 0 hit points with a successful DC 20 Heal check.

Long-Term Care: The specialized healer’s satchel contains expanding gurneys, enchanted sleep aids, and other magical tools to assist patients’ recovery. Each day, the wielder can expend two uses of the satchel per patient when providing long-term care. This either doubles the benefits of long-term care or restores 1 point of ability drain with a full day of complete rest (the wielder can choose which effect applies to each patient).

Treatment: The specialized healer’s satchel contains alchemical blood cleansers, specialized antitoxins, and other magical tools to aid patients suffering from disease or poison. The wielder can expend two uses of the satchel when using the Heal skill to treat poison or disease to use her Heal check result in place of the creature’s next Fortitude saving throw against the poison or disease. If the Heal check result doesn’t equal or exceed the DC of the disease or poison, she still adds a +4 competence bonus to the creature’s next saving throw against the disease or poison.