Ironfang Forest Soldier

Nokhir's page

29 posts. Alias of polyfrequencies.


Full Name

Nokhir

Gender

Male Hobgoblin Geokineticist 1 | HP 14/14 | AC 19 Touch 14 Flat 15 CMB +4 CMD 15 | Fort +7 Ref +6 Will +3 | Speed 30 ft | DV 60 ft; Per +6 | Burn: 0/8 | Active: None

Size

Medium

Alignment

LE

Deity

Jerishall

Languages

Common (Taldane), Goblin

Occupation

Soldier, Portal Watcher

Strength 13
Dexterity 18
Constitution 20
Intelligence 10
Wisdom 14
Charisma 10

About Nokhir

Nokhir has excitedly watched the birth of Oprak, the new Avistani nation of, by, and for hobgoblins, at the hands of the Ironfang Legion. He traveled across Varisia to pledge his services to Azaersi and the Legion. Along the way, one of the Varisian travelers introduced him to the worship of a curious deity: the primordial inevitable, Jerishall, one who holds sway over both planes and planets, celestial orbits and portals. On discovering that the Ironfang Legion's successes came through the use of the Onyx Citadel and multiple portals between Golarion and the Plane of Earth, Nokhir recognized that the circumstances of his travel may have been preordained. He has joined the army with the intent, as Jerishall would command, to monitor these portals and ensure that the borders remain fixed. Little does he know that portals are fickle, and he could be dragged to another plane at any moment.

Nokhir
Hobgoblin Geokineticist 1
LE medium male humanoid (goblinoid)
Senses darkvision 60 ft.; Perception +6

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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 14 (1d8+6)
Fort +7, Ref +6, Will +3

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Offense
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Speed: 30 ft.
Melee: mwk cold iron morningstar +5 (1d8+1/19-20)
Ranged: earth blast +4 (1d6+6/19-20)
Special Attacks: kinetic blast
Kineticist Wild Talents Known
Infusions—extended range
Kinetic Blasts—earth blast (1d6+6)
Utility—basic geokinesis

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Statistics
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Str 13, Dex 18, Con 20, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 15

Feats: Light Armor Proficiency, Precise Shot, Simple Weapon Proficiency, EitR Feat Tax: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Indomitable Faith (faith, Jerishall), Varisian Wanderer (region, Varisia by way of Oprak
Skills: Acrobatics +8, Intimidate +8, Perception +6, Profession (soldier) +6, Sleight of Hand +8, Stealth +8; -1 ACP; Racial Modifiers +4 Intimidate
Languages: Common, Goblin
SQ: burn (1/round, maximum 8), elemental focus (earth), fearsome, gather power, infusion (extended range), kinetic blast (earth blast), wild talents (basic geokinesis)
Gear: mwk buckler, mwk chain shirt, mwk morningstar, 279 gp (TBD)

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Special Abilities
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Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.

Elemental Focus (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 can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) 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.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Basic Geokinesis
Element earth; Type utility (sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

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), 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.

Earth Blast
Element earth; Type simple blast (sp); Level—; Burn 0
Blast Type physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.

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.

Extended Range
Element universal; Type form infusion (sp); Level 1; Burn 1
Your kinetic blast can strike any target within 120 feet.

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.