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About Malgrim GryhMalgrim Gryh
Init +6 (7); Senses: Perception (Darkvision) +23 [12 Ranks + 3 Class + 2 Wis +5 Eyes of the Eagle, 1 Seeker Trait] ==========================================================
AC 36, 17 Touch, 32 Flat Footed (10 Base, +11 +5 Mithril Chainmail Armor, +6 Shield (Shroud of Water Ability) , +4 Max Dex, +2 Deflection, +2 Natural Armor, +1 Insight) [+1 AC for 1 round when I accept Burn]. HP HP 151 (175) {67[12d8: 8+5+6+5+5+5+5+8+5+5+5+5] +12[favored class] +72[con] (+24)[elemental overflow]} Fort +18 (20) (+8 Base, +6 (8) Con, +4 Magic), Reflex +18 (19) (+8 Base, +6 (7) Dex, +4 Magic), Will +11 (+4 Base, +2 Wis, +1 Trait, +4 Magic); Gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects. ==========================================================
Speed 30 ft Melee Spiked Gauntlet +15 (16) [+9 BAB, +6 (7) Dex Weapon Finesse] (1d4+2 20/x2) [+2 Str]
Kinetic Blade +15 (16) [+9 BAB, +6 (7) Dex Weapon Finesse] (5d6+14 20/x2) [+6 (8) Con, +6 Level]
Kinetic Blade w/Elemental Overflow +19 (20) [+9 BAB, +6 (7) Dex Weapon Finesse, +4 EO] (6d6+22 20/x2) [+6 (8) Con, +6 Level, +8 EO]
Ranged
Water Blast And Deadly Aim +12 (13) [+9 BAB, +6 (7) Dex -3 DA] (6d6+20 20/x2) [+6 (8) Con, +6 Level + 6 DA]
Water Blast w/Elemental Overflow +19 (20) [+9 BAB, +6 (7) Dex +4 EO] (6d6+22 20/x2) [+6 (8) Con, +6 Level, +8 EO]
Water Blast w/Elemental Overflow And Deadly Aim +16 (17) [+9 BAB, +6 (7) Dex +4 EO -3 DA] (6d6+28 20/x2) [+6 (8) Con, +6 Level, +8 EO +6 DA]
Point Blank Shot Water Blast w/Elemental Overflow +20 (21) [+9 BAB, +6 (7) Dex, +1 PBS +4 EO] (6d6+23 20/x2) [+6 (8) Con, +6 Level, +8 EO, +1 PBS]
Point Blank Shot Water Blast w/Elemental Overflow And Deadly Aim +17 (18) [+9 BAB, +6 (7) Dex, +1 PBS +4 EO -3 DA] (6d6+29 20/x2) [+6 (8) Con, +6 Level, +8 EO, +1 PBS +6 DA]
Composite Shot Mud Blast w/Elemental Overflow +19 (20) [+9 BAB, +6 (7) Dex, +4 EO] (12d6+28 20/x2) [+6 (8) Con, +12 Level, +8 EO]
Composite Shot Mud Blast w/Elemental Overflow and Deadly Aim +16 (17) [+9 BAB, +6 (7) Dex, +4 EO -3 DA] (12d6+34 20/x2) [+6 (8) Con, +12 Level, +8 EO, +6 DA]
Point Blank Composite Shot Mud Blast w/Elemental Overflow +20 (21) [+9 BAB, +6 (7) Dex, +1 PBS +4 EO] (12d6+29 20/x2) [+6 (8) Con, +12 Level, +8 EO, +1 PBS]
Point Blank Composite Shot Mud Blast w/Elemental Overflow And Deadly Aim +17 (18) [+9 BAB, +6 (7) Dex, +1 PBS +4 EO -3 DA] (12d6+35 20/x2) [+6 (8) Con, +12 Level, +8 EO, +1 PBS +6 DA]
Str 12 [2 pts], Dex 22 [7 pts + 2 Racial, +1 8th Level, +4 Enhancement], Con 23 [7 pts + 2 Racial +1 4th, +1 12th, +4 Enhancement], Int 12 [2 pts], Wis 14 [2 pts, +2 Enhancement], Cha 10 [0 pts] Base Attack +9; CMB +10 (11) (+9 BAB, +1 (+2) STR); CMD 26 (28) (10 + 9 BAB +1 (2) STR +6 (7) DEX) Feats: Point Blank Shot, Precise Shot, Weapon Finesse, Additional Traits, Deadly Aim, Medium Armor Proficiency Traits:
Indomitable Faith (Faith): You gain a +1 trait bonus on Will saves. Trap Finder (Campaign): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Languages: Common, Goblin, Kelish SQ: Darkvision 60 ft., Endure Elements, Fire Resistance [2*Current Burn], Shroud of Water [Shield] Flesh of Stone [DR/Adamantine] ==========================================================
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MISC: Sneaky: +4 Racial Bonus on Stealth Checks. ==========================================================
Consumable
Other Gear 108K
Gold: 79 Silver: 4 Copper: 0
Elemental Focus [Water] (SU): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent. *********************************************** Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.
*********************************************** Basic Hydrokinesis: Element(s) water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score. Kinetic Healer: Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text Saving Throw none; Spell Resistance yes With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest. Heat Adaptation: Element(s) fire or water; Type utility (Sp); Level 1; Burn 0 You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn. Kinetic Restoration
You recover from 1d4 points of ability score damage to one of your physical ability scores (Strength, Dexterity, or Constitution). This also eliminates any fatigue that you suffer, and improves an exhaustion condition to fatigued. If you have the kinetic healer utility wild talent, you can use both kinetic restoration and kinetic healer on the same target with one standard action. Healing Burst
You use kinetic healer, void healer, or wood healer (whichever you have, or either if you have both) to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal, unless your healing amount is based on positive blast, in which case it heals the full amount. Unlike kinetic healer, you must accept the burn yourself. This counts as kinetic healer for the purpose of the kinetic chirurgeon archetype; the 17th-level metahealer ability heals the kinetic chirurgeon twice, once for half and once for full. Earth Climb
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. Expanded Defense: Flesh of Stone
You can dismiss and restore this effect as an immediate action. *********************************************** Burn (EX):
*********************************************** 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.
Each simple blast is either a physical blast or an energy blast.
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.
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. Water Blast: Element(s) water; Type simple blast (Sp); Level —; Burn 0
You slam a single foe with a stream of water. *********************************************** Gather Power (SU): 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. *********************************************** Infusion (SU): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents. Extended Range: Element(s) universal; Type form infusion; Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet. Kinetic Blade: Element(s) universal; Type form infusion; Level 1; Burn 1
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. Spindle: Element universal; Type form infusion; Level 2; Burn 2
You throw a long, roughly 5-foot-by-10-foot spindle of elemental matter or energy (or nearby unattended objects in the case of telekineticists) up to 30 feet away, damaging all creatures and objects within any two adjacent 5-foot squares unless they succeed at a Reflex save. An energy blast infused with spindle deals its normal damage to each target, while a physical blast infused with spindle deals half its normal damage to each target. The saving throw DC is Dexterity-based. Kinetic Whip:
You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage. Rare-Metal Infusion
You can control the properties of metal, allowing your metal blast to bypass damage reduction as if it were adamantine, cold iron, or silver (your choice). If your target has an unusual type of damage reduction that could be overcome with the correct type of metal (such as DR/gold), you can also select that metal for this purpose. The metal you create with this infusion crumbles away shortly thereafter and has no gp value. *********************************************** Elemental Defense (SU): At 2nd level, a kineticist gains her element’s defensive wild talent.
Shroud of Water: Element(s) water; Type defense (Su); Level —; Burn 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, You can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can’t be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn’t apply, but it remains if you change the shroud’s bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action. *********************************************** 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. *********************************************** Infusion Specialization +2 (EX): 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.
*********************************************** Metakinesis (SU): 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.
*********************************************** Internal Buffer
The buffer starts empty and doesn’t replenish each day, but the kineticist can accept 1 point of burn to add 1 point to the buffer as a full-round action, to a maximum of 1 point total. This maximum increases to 2 points at 11th level and to 3 points at 16th level. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them. When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn. *********************************************** Expanded Element (SU): Earth At 7th level, a kineticist learns to use another element or expands her understanding of her own element. She can choose any element, including her primary element. She gains one of that element’s simple blast wild talents that she does not already possess, if any. She also gains all composite blast wild talents whose prerequisites she meets, as well as the basic wild talent of her chosen expanded element (for instance, basic aerokinesis if she chooses air). See Composite Blasts for additional rules for and descriptions of composite blasts. She doesn’t gain the defensive wild talent of the expanded element unless she later selects it with the expanded defense utility wild talent, nor does she gain the additional class skills from her expanded element unless she later selects the Elemental Knowledge feat. If the kineticist’s expanded element is different from her primary element, she treats her kineticist level as 4 levels lower for the purpose of determining which wild talents she can learn from her expanded element. If the kineticist chooses to expand her understanding of an element she already has, she gains an additional utility wild talent or infusion of her choice from that element, as if from her infusion or wild talent class feature, as appropriate. At 15th level, the kineticist can either select a new element or expand her understanding of her original element. She can’t select the same element she selected at 7th level unless it is her primary element. She gains all the benefits from her new expanded element as listed above. However, if the kineticist selected her primary element as her expanded element at both 7th and 15th levels, her mastery of that element increases. For wild talents of her element, the kineticist gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs. Supercharge
<spoiler=Background> Malgrim Gryh was born in Kalashtar to a clan of Hobgoblins who lived in the southern area of Kalashtar near Nex. His clan operated as border guards and assisted in guarding caravans that were coming north into Kalashtar. The area that Malgrim grew up in was arid with water sources that would come and go with the small rainfall that came through the area. That meant locating water sources was important for those guarding the border or for the caravans moving north. At an early age Malgrim showed great promise in finding the needed water to keep his people strong. As he grew older the connection to water became more pronounced and Malgrim began to be able to make water form from thin air. As Malgrim came of age his powers fully manifested. With his powers, it was decided Malgrim would be an ideal guard to move with the caravans through Kalashtar. So he took on the role of a guard and began working with the caravans. </spoiler> |