| HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14
| Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10
Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3
Common, Elvish, Polyglot
About Morrin the Stout
Morrin "The Stout" Heartwell
Male human (Taldan) telekineticist 11/unchained rogue 3 (Pathfinder RPG Occult Adventures 10, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +9; Senses darkvision 60 ft.; Perception +14
AC 25, touch 19, flat-footed 18 (+6 armor, +2 deflection, +6 Dex, +1 dodge)
hp 235 (14d8+162)
Fort +20, Ref +23, Will +8
Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10
Speed 30 ft.
Melee dagger +18/+13 (1d4+8/19-20)
Special Attacks kinetic blast, metakinesis (empower, maximize), sneak attack (unchained) +2d6
Spell-Like Abilities (CL 14th; concentration +14)
. . Constant—fly Kineticist Spell-Like Abilities (CL 11th; concentration +11)
. . Constant—feather fall Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 23), kinetic blade, kinetic whip, pushing infusion, wall
. . Blasts—aetheric boost (), electric blast +22 (6d6+10 electricity), telekinetic blast +22 (6d6+20)
. . Utility—air cushion, air shroud, air's reach, basic aerokinesis, basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, telekinetic maneuvers, wings of air
Str 12, Dex 26, Con 26, Int 10, Wis 10, Cha 11
Base Atk +10; CMB +11; CMD 32
Feats Dodge, Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Extra Wild Talent[OA], Point-Blank Shot, Precise Shot, Toughness, Weapon Finesse, Weapon Focus (kineticist blast)
Traits deft dodger, observant
Skills Acrobatics +19, Bluff +3, Climb +8, Diplomacy +3, Disable Device +28, Disguise +3, Fly +22, Intimidate +3, Linguistics +5, Perception +14, Profession (innkeeper) +5, Sleight of Hand +17, Stealth +26, Survival +0 (+2 to avoid becoming lost), Use Magic Device +19
Languages Common, Elven, Polyglot
SQ burn (3 points/round, max 11), elemental overflow +3, expanded element (air), gather power, infusion specialization 3, internal buffer 2, rogue talent (combat trick), supercharge, trapfinding +1
Other Gear +2 deathless determination shadow mithral chain shirt, dagger, aegis of recovery[UE], belt of physical might +6 (Dex, Con), circlet of persuasion, clear spindle ioun stone, cloak of resistance +3, cracked dusty rose prism ioun stone, first aid gloves, goggles of night, handy haversack, lucky horseshoe[OA], pathfinder pouch, pink and green sphere ioun stone, portable hole, ring of protection +2, wayfinder[ISWG], masterwork thieves' tools, wrist sheath, spring loaded (2)
Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Air's Reach (Su) Air talents have range doubled.
Burn 3/round (14 nonlethal/burn, 11/day) Burn HP to gain greater effects on your wild talents.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow +3/+6 (Max +3, +2 DEX, +2 CON, 15% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Foe Throw (DC 23) Throw a creature if it fails its save.
Fortification 15% You have a chance to negate critical hits on attacks.
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
Infusion Specialization 3 (Ex) Reduce burn cost of blasts with infusions by 3
Internal Buffer 2 (Su) Store burn for use later
Kinetic Blade (Light 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 Whip Form a kinetic blade with reach.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +18) Your kinetic blasts makes Bull Rush CMB using Con.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Supercharge (Su) Increase effectiveness of gather power by 1.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Telekinetic Maneuvers (Sp) Do combat maneuvers using you Con to determine your CMB..
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wall (8 rounds) Blast becomes a wall
Wings of Air (Sp) You are constantly under the effects of fly.
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