Goblin

Marp Flame Breath's page

4 posts. Alias of Luis Loza (Rule and Lore Creative Director).


Full Name

Marp Flame Breath

Race

Goblin

Classes/Levels

Kineticist (pyrokineticist) 1 | 16 AC/14 tch/13 FF | 12/12HP | F+6, R+5, W +0 | Init +3 | Perc +0

Gender

Male

Size

Small

Strength 9
Dexterity 17
Constitution 18
Intelligence 7
Wisdom 10
Charisma 6

About Marp Flame Breath

Marp
Male goblin kineticist 1
NE Medium humanoid (Goblin)
Init +3 Senses Perception +0

DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 12
Fort +6, Ref +5, Will +0

OFFENSE
Speed 30 ft.
Melee Club —1 (1d4–1)

Ranged Fire Blast +3 (1d6+2 fire)

Special Attacks
burning infusion (fire damage causes burn, 1d6/round)

STATISTICS
Str 9, Dex 17, Con 18, Int 7, Wis 10, Cha 6
Base Atk +0; CMB –2; CMD 11
Abilities burn, element (fire), kinetic blast, wild talent
Feats Toughness
Skills Ride +7, Stealth +12; Racial bonuses +4 Ride, +4 Stealth
Traits Foul Blech (DC 16 Fort vs sickened for 1d6 rounds)
Languages Goblin

SQ
Load 0-30 lbs., 31–60 lbs., 61–90 lbs. (Current load - 0 lbs.)
Gear

Offensive:

Club
alchemist's fire x6

Defensive:

Leather Armor, +2 AC

Adventuring:

Skill and Utility:

potion of cure light wounds x2

Etc.:

Backpack

0 pp, 18 gp, 0 sp, 0 cp
0 XP

APPEARANCE
Height - 2'11"
Weight - 34 lbs
Hair Color - N/A
Eye Color - Red

HISTORY

FIRE FIRE FIRE AHHHHAHAHAHHA

MISC. PLAYER INFO

Class Abilities:

Elemental Focus (Su): At 1st level, a kineticist chooses to focus primarily in air (aerokinesis), earth (terrakinesis), fire (pyrokinesis), water (hydrokinesis), or aether (telekinesis). Her choice of element determines how she accesses the raw power of the Ethereal Plane, and it grants her access to wild talents and additional class skills.

Kinetic Blast (Sp): At 1st level, a kineticist chooses one of her element’s simple blast wild talents. The kineticist can unleash her kinetic blast at a range of 30 feet at will. A kinetic blast requires at least one hand free to aim the blast. All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction.

By using wild talents called infusions, a kineticist can alter her kinetic blast to suit her whims. Substance infusions alter a kinetic blast’s inner nature to cause an additional effect, while form infusions change the outer nature of the blast, causing it to manifest in a completely different way. You can use any of the blast wild talents you know in conjunction with no more than one associated form infusion and no more than one associated substance infusion at a time.

Wild Talent: At 1st level, a kineticist gains a wild talent from the list of options available based on her elemental focus and her kineticist level. Wild talents are typically spell-like abilities.

All wild talents have a required kineticist level, and most have an effective spell level. However, blast and defense wild talents are always considered to be a spell of a level equal to half the kineticist’s level (maximum 9th level at level 18). A kineticist cannot normally select blast or defense wild talents when she gains a new wild talent.

Unless otherwise noted, a wild talent’s DC is determined using the kineticist’s Constitution modifier, for a DC of 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. A kineticist can select only wild talents that match her element or universal wild talents. At 6th, 10th, and 16th levels, a kineticist can replace one of her wild talents with another wild talent of the same level. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the boundaries that are safe for her body. Some of her wild talents offer her the option to accept burn in exchange for a greater effect. For each point of burn she accepts, a kineticist suffers one point of nonlethal damage per character level. This damage cannot be removed by any means without a full night’s rest. A full night’s rest removes all burn and all associated nonlethal damage. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A kineticist can never choose to accept burn if it would put her total points of burn over her Constitution modifier + 3, though she can be forced to accept more burn from a source outside her control.

If she has both hands free, as a move action, a kineticist can visibly gather energy or elemental matter around her, allowing her to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If she takes any damage while gathering power and before the kinetic blast that releases it, she must make a concentration check (DC = 10 + damage dealt + effective spell level of her kinetic blast) or lose the energy in a wild surge that deals her 1 point of burn.

Element and Wild Talents:

Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess powerful offensive techniques.

Class Skills: A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

Simple Blasts: A pyrokineticist has access to the following simple blast wild talent.

Fire Blast (Sp): You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your Constitution modifier. This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell resistance applies.

Defense: A pyrokineticist has access to the following defense wild talent.

Searing Flesh (Su): As an immediate action, your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature suffers 1d6 points of fire damage (Reflex negates). A creature in a grapple with you takes this damage at the end of its turn each round without a save. This damage increases to 1d8 at 7th level, 2d6 at 12th level, and 3d6 at 17th level. By accepting 1 point of burn, you can increase the damage dice by one step until the next time you recover burn. This effect stacks with itself up to 4 times, to a maximum of 12d6 at level 17. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it.

Wild Talents: 1st—Burning Infusion, Fire Sculptor; 6th Firesight, Flame Jet; 10th—Flame Jet (Greater), Flame Shield, Kinetic Form, Ride the Blast, Spark of Life, Trail of Flames; 16th Explosion, Kinetic Form (Greater), Pure Flame Infusion

Universal
The following wild talents are available to all kineticists.

Wild Talents: 1st—Extended Range, Kinetic Blade, Kinetic Fist; 6th—Extreme Range, Kinetic Whip, Snaking; 7th— Expanded Defense, Expanded Element; 16th—Reverse Shift