Galfrey

Mathine Hartinken's page

90 posts. Alias of Rennaivx.


Full Name

Mathine Hartinken

Race

Human (Chelaxian)

Classes/Levels

Telekineticist 2 | HP 19/19 | Burn 0/2 | F: +5 R: +3 W: +2 | AC 15/T 10/FF 15 | Perception +5

Gender

Female

Size

Medium

Age

16

Alignment

LG

Deity

Iomedae

Strength 18
Dexterity 11
Constitution 15
Intelligence 12
Wisdom 10
Charisma 12

About Mathine Hartinken

Mathine Hartinken grew up the favored daughter of one of Iomedae's most highly favored paladins, her mother Elia Hartinken. Her mother's prestige bought with it a degree of luxury and fame to which Mathine grew quite accustomed, and she took great pride in her mother's work slaying monsters and carrying Iomedae's message of self-fulfillment to the world.

Until one day, after Elia had been away for nearly a month, she returned a different woman. Her mother's gold-chased longsword was wrapped in dirty sailcloth and stashed away. The glow that had suffused her countenance dimmed, and she became ever more reclusive and sullen. Elia took a job with a surveyor's caravan to make ends meet, and Mathine joined them on the road. On more than one occasion, Mathine found her mother insensible, with the reek of pesh pervading their tent.

Through rumors and whispers, Mathine soon found out the horrible truth - in a moment of weakness during a horrific battle, Elia had surrendered herself and her soldiers to a powerful devil, and had fallen from Iomedae's grace as a result. Mathine swore that she would reclaim her mother's honor and enter Iomedae's service in Elia's place. What she doesn't know is that the contract her mother entered into held Mathine in its sway as well - Mathine's soul is sworn to Hell, and that taint makes attaining paladinhood impossible.

Yet, despite no training, Mathine routinely lifts high her mother's sword, suffused with a golden glow, and wields it with a purpose. And she's certain that skill with the heavy armor and shields so often gracing Iomedae's icons is soon to come - she wears armor emblazoned with Iomedae's sword and sun, forcing her way through the clumsiness. By all signs, she's been blessed by Iomedae's power...but how?

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Mathine Hartinken
Human (Chelaxian) telekineticist 2 (Pathfinder Player Companion: Psychic Anthology 25, Pathfinder RPG Occult Adventures 10)
LG Medium humanoid (human)
Init +0; Senses Perception +5
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Defense
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AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee longsword +1 (1d8+4/19-20)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—force ward
Infusions—kinetic blade, pushing infusion
Blasts—telekinetic blast (1d6+3)
Utility—basic telekinesis, kinetic healer
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Statistics
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Str 18, Dex 11, Con 15, Int 12, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 15
Feats Armor Adept, Iron Will
Traits armor expert, traditionalist, world traveler
Skills Craft (mapmaking) +4, Craft (weapons) +4, Diplomacy +7 (+9 vs. people from chosen country), Intimidate +5 (+7 vs. people from chosen country), Knowledge (local) +7, Knowledge (religion) +3, Perception +5, Sense Motive +4, Spellcraft +2, Use Magic Device +5
Languages Common, Elven
SQ attached, burn (1 point/round, max 5), elemental bastion, elemental blade, gather power
Other Gear parade armor[UE], heavy wooden shield, longsword, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Acts of Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae
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Special Abilities
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Attached (Mother's sword) If your attachment is threatened, -1 Will & -2 save vs. fear
Burn 1/round (2 nonlethal/burn, 5/day) Burn HP to gain greater effects on your wild talents.
Elemental Bastion (Heavy wooden shield) (Ex) At 2nd level, the kinetic knight becomes proficient with medium and heavy armor and shields (except tower shields). In addition, the kinetic knight can accept 1 point of burn to attune herself to a specific light or heavy shield until the next time h
Elemental Blade (Su) Gain Kinetic Blade and other infusions, but can't use blasts without them.
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
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
Pushing Infusion (CMB +3) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 1; Burn 0

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