Hobgoblin Lieutenant

Kyzen's page

581 posts. Alias of Jeff....


Full Name

Kyzen

Race

| HP 71/73 [67] (18 NL from burn) | AC:22 (20) T:15 F:17 (15) | CMB+4, CMD 20/14 | F+12, R+12, W+5 | Init+8 | Perc+9 | DarkV 60 ft

Classes/Levels

| Speed 30ft | Burn 6/9 | DR 6/adam (DR/- for 1 Rnd after using Talent) | Fortification 15% | 1d6 against Nat or Weap Att | *** ACTIVE CONDITIONS: -4 Wis Dmg (Wis=6 /Will +2) ¦ Prot Evil***

Gender

Aka "Hobs" | CG Male Hobgoblin Geokineticist 6 | Common, Goblin

Deity

Cayden Cailean

About Kyzen

Statblock:

Kyzen 6
Male hobgoblin geokineticist 6 (Pathfinder RPG Bestiary 175, Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 73 (6d8+40)
Fort +12, Ref +12, Will +5
Defensive Abilities fortification 15%
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Offense
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Speed 30 ft., climb (earth and stone surfaces) 30 ft.
Melee hanbo +4 (1d6)
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
Defense—flesh of stone
Infusions—entangling infusion (DC 19), extended range, kinetic blade
Blasts—earth blast (3d6+14)
Utility—basic geokinesis, earth climb, jagged flesh, kinetic cover
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Statistics
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Str 10, Dex 23, Con 22, Int 10, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 20
Feats Iron Will, Point-Blank Shot, Precise Shot
Traits friend in every town, reactionary
Skills Acrobatics +15, Climb +12, Diplomacy +5, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (nature) +6, Perception +9, Stealth +18; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ burn (2 points/round, max 9), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1
Combat Gear potion of cure light wounds (6), potion of protection from evil, potion of remove fear (2), potion of virtue; Other Gear +2 studded leather, darkleaf cloth studded leather, hanbo, belt of mighty constitution +2, cloak of resistance +1, ring of force shield, belt pouch, blanket[APG], hip flask[UE], masterwork backpack[APG], trail rations (3), waterskin, 2,570 gp, 1 sp
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Tracked Resources
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Burn 2/round (6 nonlethal/burn, 9/day) - 3/9
Potion of cure light wounds - 0/6
Potion of protection from evil - 0/1
Potion of remove fear - 0/2
Potion of virtue - 0/1
Trail rations - 0/3
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Special Abilities
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Burn 2/round (6 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Climb (30 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Blast (Sp) Level 3; Burn 0
Earth Climb (Su) Gain a climb speed on earth and stone
Elemental Overflow +2/+4 (Max +2, +2 DEX, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Entangling Infusion (DC 19) Your blast can entangle a foe.
Extended Range Kinetic blast has range of 120ft.
Fortification 15% You have a chance to negate critical hits on attacks.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Jagged Flesh (Sp) Natural and Unarmed attacks against you cause 1d6 damage.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

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Wealth
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PP: 0
GP: 5233
SP: 6
CP: 0

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Background
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Kyzen was born before is time and was smaller (4') and frailer (140 lbs) then other new borns. His father was discussed and never accepted him has is son and a strong warrior like him. But his mother even though she was disappointed took care of him and did her best alone.

At a very young age Kyzen was ridiculed and bullied by the other children and even adults, so he learned very fast how to react quickly to avoid any confrontations and humiliations. He also developed his skills to make friends with the other mistreated peoples and also to talk bullied out of hurting others.

He spent some time alone in the mountain and one time and he was about 13 years old he felt a close connection to the earth and surroundings and even felt he was able to kind of sense it and feel the energy in it. So after that he spent all of his time alone to try to develop his connection with the earth. He learn quickly that a lot of constitution was required to enhance his new power.

After 4 years he was able to use the earth to protect him and even attack others if needed. He then decided to leave the tribe that never accepted him and said his last goodbye to his mother whom he loves very much.

Leaving the Five King Mountains, Kyzen arrived in the small town of Bellis. There he was hired as a caravan guard. His first official job. The majority of the journey went well and he arrived in Belhaim. Once there, the merchant sold half of his stock before continuing for Maheto. As the caravan was now smaller, it also took advantage of it to reduce its staff. That included you, a half-elf and a few others. The others left by boat for Cassomir. Remaining only Kyzen and the half-elf who stayed in the hope of finding somemore work in the region and find ways to enhance his knowledge of the earth and make friends everywhere he goes.

Kyzen is smaller than usual Hobgoblins, but he's very quick and enduring.

Kinetecist Abilities:

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Infusions
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Kinetic Blade [1 burn] (Light Weapon) Create a blade of pure energy.
Extended Range [1 burn] Kinetic blast has range of 120ft.
Entangling Infusion [2 burn] Your blast can entangle a foe.
Jagged Flesh (Sp) [1 burn until removed] Natural and Unarmed attacks against you cause 1d6 damage.

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Utility Earth Wild Talents
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Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Earth Climb Gain a climb speed equal to your land speed on earth and rocks.

Feats - Traits - Racial:

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Precise Shot - Feat
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You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

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Point-Blank Shot - Feat
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You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

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Friend in Every Town (Diplomacy) - Trait
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You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

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Reactionary - Trait
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You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

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Darkvision (60 feet) - Racial Ability, Senses (Hobgoblin)
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A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.

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Sneaky - Racial Ability (Hobgoblin)
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Hobgoblins receive a +4 racial bonus on stealth checks

Special Abilities Details:

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Basic Geokinesis (At will) (Sp) Class Ability (Kineticist)
Element earth; Type utility (Sp); Level 1; Burn 0
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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 APG cantrip.

SIFT

School: divination;Level bard 0, inquisitor 0
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.
Area: one 10-ft. cube
Duration: instantaneous
Saving Throw: none; Spell Resistance no

You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

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Burn 2/round (6 nonlethal/burn, 9/day) Class Ability (Kineticist)
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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.

Note: If something outside your control forces you to take burn above your normal limit, add the "Kineticist: Burn" adjustment from the Conferred Ability Adjustments table on the Adjust tab to account for the excess.

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Earth Blast Class Ability (Kineticist)
Element earth; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
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You shape earth into clumps or shards and send them flying at a foe. 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.

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Flesh of Stone (DR 2/adamantine +1/burn) Class Ability (Kineticist)
Element earth; Type defense (Su); Level —; Burn 0
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Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

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Gather Power (Su) Class Ability (Kineticist)
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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.

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Kinetic Blade (Light Weapon) Class Ability (Kineticist)
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any Saving Throw none
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You form a weapon using your kinetic abilities. You create a non reach, 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.

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Kinetic Blast (Sp) Class Ability (Kineticist)
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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.

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Kinetic Cover (Sp) Class Ability (Kineticist)
Element aether, earth, or water; Type utility (Sp); Level 1; Burn 0
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You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

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Elemental Overflow (Ex) Class Ability (Kineticist)
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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.

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Earth Climb (Su) Class Ability (Kineticist)
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Element earth; Type utility (Su); Level 2; Burn 0

You use your connection to earth to meld slightly into stone and
earthen surfaces, granting you a climb speed equal to your base
land speed when climbing such surfaces.

Appears In : Occult Adventures

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Entangling Infusion (DC 17) Class Ability (Kineticist)
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Element earth, water, wood; Type substance infusion; Level 2; Burn 2

Associated Blasts blizzard, cold, earth, ice, magma, metal, mud, sandstorm, wood

Saving Throw Reflex negates

Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (with the same DC as for saves against your kinetic blast) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place
as though anchored to an immobile object.

Appears In : Occult Adventures

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Infusion Specialization (Ex) Class Ability (Kineticist)
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At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can’t reduce the total cost of the infusions used below 0.

She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.

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Metakinesis (Su) Class Ability (Kineticist)
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5th Lvl 1 Burn = Empower
9th Lvl 2 Burn = Maximize
13th Lvl 3 Burn = Quicken
17th Lvl 4 Burn = See text

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, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.

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Jagged Flesh (Sp) Utilisty Wild Talents (Kineticist)
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Element(s) earth; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) flesh of stone

You painfully push forth jagged chunks of rock from your flesh. Until the next time your burn is removed, while your flesh of stone is active, any creature that strikes you with an unarmed strike or natural weapon or that grapples you takes 1d6 points of piercing damage. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness.

PBP Codes - Perseption + Saves + Skills:

[dice=Perception]1d20 + 9[/dice]

[dice=Fortitude]1d20 + 12[/dice]
[dice=Reflex]1d20 + 12[/dice]
[dice=Will]1d20 + 5[/dice]

[dice=Acrobatics]1d20 + 15[/dice]
[dice=Appraise]1d20 + 0[/dice]
[dice=Bluff]1d20 -1 1[/dice]
[dice=Climb]1d20 + 12[/dice]
[dice=Diplomacy]1d20 + 5[/dice]
[dice=Disguise]1d20 - 1[/dice]
[dice=Escape Artist]1d20 + 6[/dice]
[dice=Fly]1d20 + 6[/dice]
[dice=Heal]1d20 + 0[/dice]
[dice=Intimidate]1d20 - 1[/dice]
[dice=Knowledge (geography)]1d20 + 6[/dice]
[dice=Knowledge (history)]1d20 + 6[/dice]
[dice=Knowledge (nature)]1d20 + 6[/dice]
[dice=Perception]1d20 + 9[/dice]
[dice=Ride]1d20 + 6[/dice]
[dice=Sense Motive]1d20 + 0[/dice]
[dice=Stealth]1d20 + 18[/dice]
[dice=Survival]1d20 + 0[/dice]
[dice=Swim]1d20 + 0[/dice]

PBP Codes - Blast:

Kinetic "Magical" Blast (Point-Blank + Elemental Overflow)
[dice=Blast/PBS Att]1d20 + 10 + 1 + 2[/dice]
[dice=Blast/PBS Dmg]3d6 + 9 + 1 + 4[/dice]

Kinetic "Magical" Blast (+ Elemental Overflow)
[dice=Blast/PBS Att]1d20 + 10 + 2[/dice]
[dice=Blast/PBS Dmg]3d6 + 9 + 4[/dice]

Kinetic "Magical" Blast (Point-Blank)
[dice=Blast/PBS Att]1d20 + 10 + 1[/dice]
[dice=Blast/PBS Dmg]3d6 + 9 + 1[/dice]

Kinetic "Magical" Blast
[dice=Blast/PBS Att]1d20 + 10[/dice]
[dice=Blast/PBS Dmg]3d6 + 9[/dice]

Kinetic "Magical" Blade (+ Elemental Overflow)
[dice=Blade/PBS Att]1d20 + 6 + 2[/dice]
[dice=Blade/PBS Dmg]3d6 + 9 + 4[/dice]

Kinetic "Magical" Blade
[dice=Blade/PBS Att]1d20 + 6[/dice]
[dice=Blade/PBS Dmg]3d6 + 9[/dice]