Primal Companion Hunter

Malik Rimeclan's page

446 posts. Organized Play character for NotEspi.


Full Name

Malik Rimeclan

Race

| Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft

Classes/Levels

| Burn 1/7

Gender

Male CG Half-Orc Medicine Man 5.2

Size

M

Age

38

Alignment

CG

Deity

Gozreh

Languages

Giant, Orc, Taldane

Occupation

Adventurer / Herbalist / Medicine-man

Strength 10
Dexterity 19
Constitution 18
Intelligence 12
Wisdom 12
Charisma 7

About Malik Rimeclan

179284-3

Male Half-Orc Hydrokineticist 5
CG Medium
Init +4; Senses: Darkvision 60 ft; Perception +9

DEFENSE
AC 22; Touch 14; Flat-Footed 15; 10 base + 3 (+1) DEX + 5 Armor + 2 Shield (3 w/ Burn)
HP 46
Fort +10; Ref +10; Will +4
DR —; Immune —; Resist —; SR —

OFFENSE
Speed 30 ft;

Melee
+7 Water Blast (Physical) (3d6 + 7, x2); B
+7 Dagger (1d4, 19-20/×2); P/S

Ranged
+7 Water Blast (Physical) (3d6 + 7, x2); B
w/ Burn +1 ATK/+2 DMG (per point of burn up to +1/+2)

STATISTICS
Str 10, Dex 19 (16+2+1), Con 18, Int 12, Wis 12, Cha 7
BAB 3; CMB 3; CMD 17

Feats:

Endurance - Racial (Shaman's Apprentice)
Point-Blank Shot - Level 1
Precise Shot - Level 3
Weapon Finesse - Level 5

Traits:

Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Whistleblower - (Faction): You are wise to the schemes of liars, thieves, and cheats, granting you a +1 bonus on Sense Motive checks, and that skill becomes a class skill for you.

Skills :

Acrobatics 12 (DEX 4 + class 3 + rank 5)
Climb 5 (STR 0 + class 3 + rank 2)
Heal 5 (WIS 1 + class 3 + rank 1)
Kn. Nature 6 (INT 1 + class 3 + rank 2)
Kn Religion 2 (INT 1 + rank 1)
Perception 9 (WIS 1 + class 3 + rank 5)
Profession: Herbalist 5 (WIS 1 + class 3 + rank 1)
Sense Motive 7 (WIS 1 + class 3 + rank 2 + trait 1)
Stealth 12 (DEX 4 + class 3 + rank 5)
Swim 5 (STR 0 + class 3 + rank 2)
Use Magic Device 6 (CHA -2 + class 3 + rank 5)

Racial and class traits:

Shaman’s Apprentice (Racial): add Endurance feat; replaces Intimidating racial trait.
Sacred Tattoo (Racial): +1 luck bonus on all saving throws; replaces orc ferocity racial trait.
Darkvision 60 ft (Racial): Half-orcs can see in the dark up to 60 feet (no colour).
Weapon Familiarity (Racial): Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Weapon and Armor Proficiency (Class): Kineticists are proficient with all simple weapons and light armor, but not shields.
Orc Blood (Racial): Half-orcs count as both humans and orcs for any effect related to race.
Type (Racial): Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size (Racial): Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed (Racial): Half-orcs have a base speed of 30 feet.

Blasts:

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Water Blast

Element(s) water; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning

You slam a single foe with a stream of water.
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Infusions:

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Extended range (1st level infusion)
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts: any
Saving Throw none

Your kinetic blast can strike any target within 120 feet.
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Pushing Infusion (3rd level infusion)
Element(s) aether, air, earth, or water; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none

The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
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Kinetic Blade (5th level infusion)
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

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.

Wild Talents:

Kinetic Healer ( 2nd level wild talent )
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.
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Cold Adaptation (4th level talent)
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0

You are constantly protected by endure elements against cold temperatures only.

You gain cold resistance equal to twice your current amount of burn.

Defense Wild Talents:

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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.
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Gear:

outfit, monk's
mithral shirt +1

mwk backpack

bedroll
mess kit
waterskin
flint and steel

belt pouch
bandolier

dagger

CLW potion
CLW wand 49/50

Belt of Incredible Dexterity +2
money: see sheet below

inventory sheet link

Special Qualities:

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.

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.

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.

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

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. 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.

Biography:

coming soon™

Botting instructions:

Malik will accept one point for burn each morning to enhance his Shroud of Water talent. This increases AC to 21 and his blast attack and damage by +1/+2 respectively for a total of +8 (3d6 + 9).

In combat, Malik would keep back and make use of his Extended Range infusion to target opponents from range ( up to 120 ft ). He spends a move action for the Gather Power class feature to not receive further burn when blasting between 30 to 120 ft.

Between combat, Malik uses the Kinetic Healer wild talent to treat any wounds the party has, assuming the target accepts the nonlethal damage from burn. If not, Malik offers his Wand of Cure Light Wounds instead. He finds it difficult to cast himself, however, so he instead offers the wand to a divine magic user or other people who are able to activate and use the wand without greater difficulty.

In case opponents are in melee, he would use his Kinetic Blade form infusion to deliver a single hit with an ice-like elemental weapon created for this purpose.

Frequent rolls:
All rolls are calculated with the assumption that Malik accepted 1 point of burn in the morning to enhance his Shroud of Water talent.

Kinetic Blast, Point Blank (within 30 ft): [dice=Kinetic Blast, PBS]1d20 + 8 + 1; 3d6 + 9 + 1[/dice]
Kinetic Blast, Point Blank (within 30 ft) (Empowered): [dice=Kinetic Blast, PBS]1d20 + 8 + 1; 4d6 + 9 + 1[/dice]
Kinetic Blast, range 30 to 120 ft: [dice=Kinetic Blast, Extended Range Infusion]1d20 + 8; 3d6 + 9[/dice]
Kinetic Blast, Empowered, range 30 to 120 ft (after gathering power) : [dice=Kinetic Blast, Extended Range Infusion]1d20 + 8; 4d6 + 9[/dice]
Kinetic Blade, Melee, Weapon Finesse: [dice=Kinetic Blade]1d20 + 8; 3d6 + 9[/dice]