Sajan

Magnus, Earthshaper's page

18 posts. Alias of Qyntessential.


Full Name

Magnus

Race

HP 95/95, DR: 6/Adamantine | AC: 22, Tch: 17, FF: 16 | Fo: +13, Re: +10, Wi: +10 | Init: +10, Perc: +13 | CMB: +12 | CMD: 29 |

Classes/Levels

Burn: 3/10, Martial Flex: 0/6

Gender

Male Mul Brawler/Kineticist 6 |

About Magnus, Earthshaper

Magnus, Earthshaper of Kurn
Male | Mul | Gestalt: Kineticist 6 / Brawler 6
Chaotic Good | Medium Humanoid (Mul)
Init +10 | Perception +13
Languages: Common, Dwarven, Terran | FCB: +1 HP

STR: 22 | DEX: 18 | CON: 24 | INT: 14 | WIS: 18 | CHA: 14

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DEFENSE
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HP: 95 = 6d10 (Hit Die) + 49 (Con bonus) + 6 (FCB)
AC: 22 | Touch: 17 | Flat-Footed: 16 (+5 Armor, +4 Dex, +2 Dodge, +1 Deflection)
Fort: +13 | Reflex: +10 | Will: +10 (+2 vs poison, spells and spell-like abilities)
CMD: 29 (+4 vs bull rush/trip when standing ground)
Flesh to Stone: DR 3/Adamantine

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OFFENSE
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Speed: 30 ft.
CMB: +12 (+1 on trip)
Attacks:
Basic attacks,
- Unarmed Strike: +16 to-hit / Melee range / 1d8+1d6+9 (B)
- Kinetic Blast: +11 to-hit / 30 ft range / 3d6+3+7 (B,S,P)
Enhancements,
- Brawler's Flurry, Unarmed Strike: +14, +14, +8 / Melee range / 1d8+1d6+9 (B)
- Full-Round Attack, Kinetic Blast: +11, +6 / 30 ft range / 3d6+3+7 (B,S,P) each hit
- Power Attack: -2 to-hit, +4 to damage
- Bowling Infusion: automatically performs Trip maneuver on Kinetic Blasts
- Magnetic Infusion: after Kinetic Blast hits enemy, allies receive a +4 to-hit with metallic weapons and enemy receives -4 to Reflex saves to avoid metallic objects
- Elemental Overflow: gain +1 to-hit for every 3 points of burn (max. +2 to-hit). While having at least a +1 bonus from this ability, gain double that bonus to damage rolls, a +2 size bonus to two Physical stats, and a 5% * current burn chance to negate critical hits and sneak attacks.

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FEATURES
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Mul Race Features:

Medium: Muls have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
Base Speed: Muls has a base speed of 30 feet. (0 RP)
Ability Scores: Flexible. Muls gain a +2 bonus to Strength and Constitution. (2 RP)
Advanced Constitution: Muls receive a +2 racial bonus to Constitution. (4 RP)
Hardy: Muls gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (3 RP)
Flexible Bonus Feat: Muls select one extra feat at 1st level. (4 RP)
- Chosen Feat: Power Attack
Stability: Muls receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
Psionic Heritage: Muls receive the Wild Talent feat for free for being a psionic race. If the Mul chooses a psionic class, then he can choose the Psionic talent feat instead of Wild Talent. (1 RP)
Languages: Standard. Muls start with Common plus Dwarven. Muls can also learn Aquan, Auran, Gnoll, Halfling, Ignan, Sylvan, and Terran. Members of this race with high Intelligence scores can choose from any of these additional languages.

Kineticist Features:

Elemental Focus (Su): Selection of elemental abilities.
- Chosen Element: Earth.
Wild Talents: Elemental abilities born from psionic power.
- Elemental Focus: Basic Geokinesis
- 2nd level utility: Kinetic Cover
- 4th level utility: Earth Climb
- 6th level utility: Tremorsense
Burn (Ex): Gains nonlethal damage to use kinetic abilities. Maximum 2/round, 10/daily.
Kinetic Blast (Sp): Standard action, shoot an elemental blast at a target.
- Elemental Focus (1st level): Earth Blast
Gather Power (Su): DBZ charge up to exchange action economy for reduced burn costs.
Infusion (Su): Enhance blasts with different effects.
- 1st level infusion: Kinetic Fist
- 3rd level infusion: Bowling Infusion
- 5th level infusion: Magnetic Infusion
Elemental Defense (Su): Gain the associated element's defensive wild talent
- Defensive Talent: Flesh of Stone
Elemental Overflow (Ex): After accepting burn, gains a visual elemental effect and a bonus to attack and damage rolls.
Infusion Specialization (Ex): Reduces the burn cost of wild talents.
Metakinesis (Su): Gain Empower Spell metamagic feat on kinetic blasts.
Internal Buffer (Su): Stockpile burn for later use.

Brawler Features:

Brawler’s Cunning (Ex): Int counts as 13 for the purposes of feat prereqs.
Martial Flexibility (Ex): As a move action, gain the benefits of one combat feat.
- 6th: Move action, 2 feats. Swift action, 1 feat.
Martial Training (Ex): Count as Fighter or Monk of equal level for the purposes of feat prereqs.
Unarmed Strike: Deal more damage with unarmed strikes.
Bonus Combat Feats: Gain extra combat feats.
- 2nd level: Weapon Focus
- 5th level: Dodge
Brawler’s Flurry (Ex): As a full-round action, gain the benefits of Two-Weapon Fighting.
Maneuver Training (Ex): Gain a bonus to CMB and CMD for specific combat maneuvers.
- 3rd level: Trip
AC Bonus (Ex): Gain a dodge bonus to AC when wearing light or no armor.
Knockout (Ex): Wild haymaker to knock an opponent's lights out.
Brawler’s Strike (Ex): Unarmed strikes count as magic weapons for the purposes of DR bypassing.
Close Weapon Mastery (Ex): Deal more damage with Close Weapons.

Feats:

Wild Talent: Gain 2 PP and access to psionics.
Power Attack: Trade to-hit for damage.
Dirty Fighting: Gain extra bonuses when flanking.
Weapon Focus, Unarmed: +1 to-hit with Unarmed.
Iron Will: +2 to Will saves
Improved Initiative: +4 to initiative.
Dodge: +1 dodge bonus to AC

Traits:

Indomitable Faith: Earth
Reactionary

Automatic Bonus Progression:

Level Bonuses Gained
- 1st: N/A
- 2nd: N/A
- 3rd: Resistance +1
- 4th: Armor Attunement +1 (Chitin Armor), Weapon Attunement +1 (Unarmed Strike)
- 5th: Deflection +1
- 6th: Mental prowess +2 (Wisdom)

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SKILLS
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6 ranks * 6 levels = 36 regular ranks + 12 background ranks
Skill (Stat) = ranks + favored skill bonus + stat bonus + misc bonuses

Adventuring Skills:

Acrobatics (Dex)* = 2 + 3 + 4 - 1
Autohypnosis (Wis) = 0 + 0 + 4
Bluff (Cha) = 0 + 0 + 2
Climb (Str)* = 6 + 3 + 6 - 1
Diplomacy (Cha) = 0 + 0 + 2
Disable Device (Dex) = 0 + 0 + 4 - 1
Disguise (Cha) = 0 + 0 + 2
Escape Artist (Dex)* = 0 + 0 + 3 - 1
Fly (Dex) = 0 + 0 + 4 - 1
Heal (Wis)* = 0 + 0 + 4
Intimidate (Cha)* = 4 + 3 + 2
Knowledge (arcana) (Int) = 0 + 0 + 2
Knowledge (dungeoneering) (Int)* = 4 + 3 + 2
Knowledge (local) (Int)* = 4 + 3 + 2
Knowledge (nature) (Int) = 0 + 0 + 2
Knowledge (planes) (Int) = 0 + 0 + 2
Knowledge (psionics) (Int) = 0 + 0 + 2
Knowledge (religion) (Int) = 0 + 0 + 2
Knowledge (technology) (Int) = 0 + 0 + 2
Perception (Wis)* = 6 + 3 + 4
Ride (Dex)* = 0 + 0 + 4 - 1
Sense Motive (Wis)* = 6 + 3 + 4
Spellcraft (Int) = 0 + 0 + 2
Stealth (Dex)* = 1 + 3 + 4 - 1
Survival (Wis) = 0 + 0 + 4
Swim (Str)* = 1 + 3 + 6 - 1
Use Magic Device (Cha)* = 2 + 3 + 2

Background Skills:

Appraise (Int) = 0 + 0 + 2
Artistry (Int) = 0 + 0 + 2
Craft (Int)* = 0 + 0 + 2
Handle Animal (Cha)* = 1 + 3 + 2
Knowledge (engineering) (Int) = 0 + 0 + 2
Knowledge (geography) (Int) = 2 + 0 + 2
Knowledge (history) (Int) = 0 + 0 + 2
Knowledge (nobility) (Int) = 0 + 0 + 2
Linguistics (Int) = 0 + 0 + 2
Lore: Silt Sea (Int) = 3 + 0 + 2
Perform (Cha) = 0 + 0 + 2
Profession: Miner (Wis)* = 6 + 3 + 4
Sleight of Hand (Dex) = 0 + 0 + 4 - 1

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EQUIPMENT
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Mwk Handwraps | 300 Cp
Mwk Chitin Armor | 250 Cp
Wastelander's Clothes, Fit for Light Armor | 40 Cp
Cat's Grace Boots | 1k
Quick Runner's Shirt | 1k
Mwk Backpack | 50 Cp
- Giant Hair rope, 50 ft | 50 Cp
- Mwk Mining Tools | 50 Cp
5260 Ceramic pieces

Background:

Though the scorching sun of Athas is unforgiving to all who trek across the sands, the Sea of Silt is perhaps one of it's most merciless landscapes, home to not only a dry expanse as far as the eye can see, but also to monsters of gargantuan proportions, the horrible and ever-present threat of the Gray Death, and vicious, roving bands of pirates preying on the silt skimmers that try to inhabit the gray dust expanse. But perhaps its most fascinating, and most dreadful feature, is the rising cults that venerate the God-in-the-Dust, the Dust Kraken, the Mouths-of-Thirt: Ul-Athra. Sourcing many of this region's most brutal and malefic crimes, the cults stop at nothing to try and rouse the eldritch beast out of its eternal slumber, and use the great monster's power for their own ends.

And it was out of one such rite, that a single Mul child was born. Fathered by a cult obsessed with the plane of Earth and convinced that it was the Dust Kraken's home, the cultists bound the essence of Earth to an infant still in its doomed mother's womb. With shining sigils written in the Terran tongue deeply carved across his complexion, Magnus was birthed among the folds of the cult, the fate of his mother and whatever father had given him life unknown to him as he spent his early years learning to control stone.

But this would not last long, for one day, the cult's hiding place among the archipelagos was raided by a band of silt pirates, tipped by a stranger that it contained a multitude of riches, ready to be... appropriated and sold off for great profits. The battle was bloody, chaotic, enough for the frightened child to escape and stow away as they fled the cult's headquarters, its fate unknown to the Mul who only wanted to run away from the treatment he received there.

Orphaned and without a home, but very capable of fighting and running when necessary, the Mul stowaway survived on scraps he could steal while jumping from port to port, ship to ship, for a few months after the assault on his "home". He finally found some semblance of peace after one such skimmer, after finding out about the child's presence within their vessel, found it fitting to toss him overboard and into the many meters of dust below. And as the crew sailed away from the shores of the Tyr region, thinking they had gotten rid of a pesky intruder in the meanwhile... Magnus used his latent geokinesis to carve a path through the silt and into the shore. Exhausted, but finally free of the sea's many dangers, he'd finally be able to lay down on the beach, underneath a setting sun, and rest his tired spirit buried among the only thing he could rely.

The next years passed like a breeze compared to the endless struggle he suffered at the Sea of Silt. Managing to find some guard work in traveling caravans due to Magnus' strange ability to sense vibrations in the ground and warn the rest of the soldiers of dangers coming by, he'd continue to travel the land and refine his connection to the land as he met the last bastions of civilization, one by one. It wasn't until his thirties that Magnus had decided to settle down in the northern city of Kurn, at first hopeful about its restoration project until he saw that his abilities could be useful in bringing about a new Athasian Blue Age. Putting his skills to use, Magnus earned a respectable position within this effort as a so-called "Earthshaper": he was responsible for finding precious metals to help fund and make equipment for the project, either by digging deep within the earth or by upturning the dunes and buried ruins of old Athas.

Though his geokinetic skills were plenty to both find and recover these metals, there were times when Magnus had to rely on his strength to accomplish his mission or defend himself in the meanwhile, being recognized as a powerful warrior alongside his position as Earthshaper. Thus, while he waited for orders to upturn more earth in search of metals, Magnus settled on taking mercenary contracts to earn some extra ceramic pieces when he could. One such job, was to guard a caravan to Guistenal and back, and to accompany the trades as they negotiated with a dragonborn or other. Simple enough, not his worst job or his best one either, it'd do as a good downtime activity.