Full Name |
Lucius Coriarum |
Race |
HP 66/66, AC 28, T 15, FF 25, Fort +9, ref +7, Will +3, Per +8, Init +4, CMD 22 |
About Lucius Coriarum
Lucius is the son of a prosperous tanner from the city of Ridonport in Taldor. While he was generally lacking for nothing, and even enjoyed a fairly good education, Lucius could not abide the odor involved in the tanning business. The first opportunity he found, he hopped on a ship heading to Absalom in hope of joining the Pathfinder Society.
Deemed a very promising trainee, Lucius was trained by the society in the fighting arts. He was sent on several training missions to get blooded and gauge his ability in real mission settings. There a problem emerged Lucius was both to physically able, and manifested powers he was not supposed to have as a basic swordsman. He certainly succeeded well well enough, but his strange degree of over performance upset the Decemvirate so they kicked him through a planar portal to an alternate material plane as he just didn't fit into Golarion norms.
Of course they did this in a pretty sneaky fashion as suits the Decemvirate.
Before shoving him through the planer portal, his head was covered and his hands bound. On the other side he felt solid stone beneath your boots, and felt as though he was in a large chamber. He were escorted by rough hands down a long set of stairs that spiraled in a slow clockwise direction, and through a door before feeling the heat of the sun on your skin on felt the humidity, and smelled the salt of the sea. The passing of people in the street reached his muffled ears and at last his bonds were loosed from his wrists. His captors shoved him to the ground, then he heard the sound of retreating feet. Removing the covering from his head he found himself in the docks of Coran. His gear, thankfully was not taken or disturbed.
Finding himself in a new world, Lucius is a bit ticked off. Damned Devemvirate stabbed him in the back for being too good. Usually they just fed the incompetent into meat grinders.
Well, he had to adapt, so he looked around for ways to use his abilities and training to make a living, and that looked like adventuring (or assassin, but that's not really suitable for his disposition).
Lucius is a live and let live sort of fellow (though he wouldn't mind finding his way back to Golarion and having worlds with the Decemvirate). He really would like to have a comfortable life that didn't reek of an outhouse.
He's well build, of slightly above average height with black hair and a slight olive cast to his skin.
Lucius Coriarum
Human fighter 4/telekineticist 4/gestalt 4/Champion 2 (Pathfinder RPG Occult Adventures 10)
N Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 28, touch 15, flat-footed 25 (+10 armor, +1 deflection, +2 Dex, +1 dodge, +3 shield, +1 trait)
hp 66 (12 HD; 4d8+8d10+26)
Fort +9, Ref +7, Will +3 (+1 vs. fear); +2 vs. death
Defensive Abilities hard to kill; Immune inhaled poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cutlass +10 (1d6+7/18-20)
Special Attacks kinetic blast, mythic power (7/day, surge +1d6)
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, kinetic blade
. . Blasts—telekinetic blast (2d6+6)
. . Utility—basic telekinesis, kinetic healer, telekinetic haul
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Statistics
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Str 19, Dex 14, Con 18, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +8; CMD 22 (26 vs. dirty trick, 26 vs. grapple)
Feats Dodge, Fey Foundling[ISWG], Power Attack[M], Shield Focus, Weapon Focus (cutlass), Weapon Specialization (cutlass)
Traits defender of the society, sandpoint faithful
Skills Acrobatics -4 (-8 to jump), Climb +5, Craft (leather) +4, Handle Animal +4, Intimidate +7, Knowledge (engineering) +4, Perception +8, Profession (tanner) +7, Survival +8, Swim +5
Languages Common
SQ amazing initiative, armor training 1, burn (1 point/round, max 7), elemental overflow +1, fleet charge[MA], gather power, mantle of the inheritor, mythic sustenance[MA]
Combat Gear acid (2), alchemist's fire (2); Other Gear full plate, mwk heavy steel shield, cutlass, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 85 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Burn 1/round (4 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Extended Range Kinetic blast has range of 120ft.
Fey Foundling Magical healing works better on you
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
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
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Kinetic Blade (One-Handed 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 Healer (Sp) Heal others equal to your blast damage
Mantle of the Inheritor (Su) 1 power and swift action to rid yourself of disease, fear, or poison, or standard action for ally.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinetic Blast Level 2; Burn 0
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.