Fire Giant

Ogon Magehunter's page

247 posts. Alias of Nikolaus de'Shade.


Full Name

Ogon Magehunter

Race

HP: (4NL) 51/51 | AC: 21/24 (13 Tch, 20 Fl) | CMB: +6, CMD: 15 | F: +9, R: +5, W: +3 | Init: +1 | Intim +6, Perc: +9, SM +9, UMD +5 | Speed 20ft

Classes/Levels

| Kinetic Blade +8 (vs. touch), 2d6+2+3, x2 | Burn 1/8, Resolve 1/1 | Active conditions:

Strength 16
Dexterity 12
Constitution 20
Intelligence 8
Wisdom 14
Charisma 10

About Ogon Magehunter

Male Hobgoblin Pyrokineticist 5
LN Humanoid (Goblin)

Init +1
Senses: Perception +9.

DEFENSE
AC 21, touch 11, flat-footed 19 (+7 armor, + 2 shield, +1 natural, +1 dex)

HP 63/63 ([8+5]+(4x[5+5])+5FCB+5feat)

Fort +9 (4 base, +5 Con)
Ref +5 (4 base, +1 Dex)
Will +3 (1 base, +2 Wis)

OFFENSE
Kinetic Fire Blade: +8 (vs. touch AC), 2d6+2+3 (1/2 con, elemental overflow/fire's fury), x2.
+1 Dagger: +7, d4+4, 19-20x2.

Spd 30 ft .
Space 5 ft.; Reach 5 ft.

Base Atk +3 (+3 Kineticist)
CMB 6 (3 BAB, 3 Str)
CMD 17 (10, 3 BAB, 1 Dex, 3 Str)

STATISTICS
Str 16 (+3) [15 base, +1 level 4]
Dex 12 (+1) [10 base, +2 racial]
Con 20 (+5) [16 base, +2 racial, +2 enhancement]
Int 8 (-1)
Wis 14 (+2)
Cha 10 (0)

FEATS
Weapon Focus (Kinetic Blast) [Level 1]: You get +1 to hit using your chosen weapon.
Toughness [Level 3]: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

TRAITS
Vigilant Witch Hunter (Campaign): You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails. Hex Nails: 1d4 ⇒ 4
Awakened from Stasis (Regional): As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.

SKILLS
Intimidate +6 (3 ranks, +0 Cha, +3 class)
Perception +9 (4 ranks, + 2 Wis, +3 class)
Sense Motive +9 (3 ranks, +2 Wis, +3 class, +1 trait)
Use Magic Device +5 (2 ranks, +0 Cha, +3 class)

Total Points: 12 [4x(4 Kineticist - 1 Int)]
AC penalty is -9

LANGUAGES
Common, Goblin.

EQUIPMENT
Banded Mail (250gp)
Heavy Steel Shield (20gp)
Explorer’s Outfit (8gp)
Survival Kit [Masterwork] (50gp): A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Tanglefoot Bags x2 (100gp)
Hex Nails x4
+1 Dagger
Belt of Constituion +2

570 gold 20 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities. This racial trait replaces sneaky.
Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.

Favored Class Bonuses: 4x Hit Point

Burn::
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.

Courtly: The kinetic knight adds Diplomacy and Sense Motive to her list of class skills instead of Acrobatics and Stealth.
This ability alters the kineticist’s class skills.

Kinetic Blast::
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.
Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Elemental Blade: At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.
At 3rd level, the kinetic knight gains the blade rush infusion.
At 5th level, she gains the kinetic whip infusion. Her kinetic whip has the disarm, performance, and trip weapon qualities.
At 9th level, she gains the blade whirlwind infusion.
At 11th level, she gains the whip hurricane infusion.
At 13th level as a swift action, she can accept 2 points of burn to unleash a kinetic blast with the blade rush infusion.
This ability alters kinetic blast and infusions, and replaces metakinesis and metakinetic master.

Gather Power::
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.

Infusions:
Kinetic Blade (Burn 0): You form a weapon using your kinetic abilities. You create a nonreach, 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.
Blade Rush (Burn 2[1]): You use your element’s power to instantly move 30 feet in any direction (even straight up), manifest a kinetic blade, and attack once. You gain a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn. The movement doesn’t provoke attacks of opportunity, though activating blade rush does. If you have the kinetic whip infusion, you can manifest a kinetic whip instead of a kinetic blade at the end of your movement by increasing the burn cost of this infusion by 1. The blade or whip vanishes instantly after the rush.
Kinetic Whip (Burn 2[1]): You form a long tendril of energy or elemental matter. This functions as kinetic blade but counts as a reach weapon appropriate for your size. Unlike most reach weapons, the kinetic whip can also attack nearby creatures. The kinetic whip disappears at the beginning of your next turn, but in the intervening time, it threatens all squares within its reach, allowing you to make attacks of opportunity that deal the whip’s usual damage. Her kinetic whip has the disarm, performance, and trip weapon qualities.

Elemental Warrior: The kinetic knight can use her Constitution score in place of her Intelligence score when qualifying for combat feats. This ability counts as having Combat Expertise for the purpose of feat prerequisites.

Elemental Bastion: 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 her burn is removed. Wielding an attuned shield doesn’t prevent the kinetic knight from gathering power.
A kinetic knight gains the elemental defense ability at 4th level, rather than 2nd, and its benefits apply only while she is wearing heavy armor and wielding an attuned shield. If the kinetic knight selects the expanded defense talent, its benefits also apply only under these conditions. If she has the shroud of water defense wild talent, whenever its bonus would be increased by accepting burn, she instead increases the enhancement bonus of her armor or attuned shield by an equal amount (to a maximum of +5).
This ability alters elemental defense.

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.

Talents:
Cold Adaptation: 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.
Fire's Fury: When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

Knight's Resolve: At 3rd level, the kinetic knight gains the samurai’s resolve class feature, as a samurai of her kineticist level – 2. At 11th level, she gains the samurai’s greater resolve ability.
This ability replaces the kineticist infusion gained at 3rd level and supercharge.

Resolve:
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Elemental Overflow (+1/+2):
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.

Searing Flesh: Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns. Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.
Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

Infusion Specialisation: 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.

10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Ogon is a hobgoblin who hates magic and wields the power of fire – Irrisen is something close to hell for him! Only hobgoblin discipline keeps him there and he will accept almost any allies to further his chances of surviving.
2) Duty and discipline are Ogon’s defining elements, not only because of their role in hobgoblin society as a whole but because he nearly killed his parents as a child when he lost control of his flames and he consequently resists the chaotic impulses of fire as hard as he can.
3) He apprenticed to an older fire-wielder and had been making good progress before his tribe were attacked by White Wolves as they travelled through Irrisen. Largely due to their fire-wielders they drove the wolves off but were slaughtered when the wolves returned with their Winter Witch ally, Naxhena Vasilliovna.
4) His intended mate – a young hobgoblin woman called Ursina, was taken by one of the winter wolves who destroyed his tribe. Ogon doesn’t remember much about the wolf except that it was missing an ear and he still has hopes of recovering Ursina, although whether she’d remember him after the twenty years which have passed is open to debate.
5) Trying to kill Nazhena Vasilliovna was simultaneously the bravest and stupidest thing he’d ever done. He managed to get a hex-bane nail through one of her hands, but the Winter Witch was much too powerful and imprisoned him within a solid wall of ice. She had the ice immediately around the attacker chiseled down and displayed his frozen body in her tower as a trophy – never believing that the heavily armoured Ogon might still be alive inside his icy prison!

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Ogon is twenty years out of time and drastically out of culture. I’d like to play with this somewhat – having him expect to meet people/places that aren’t there any more. Meeting a middle aged Ursina would be a good example and might help develop his character from ‘unbreakably controlled warrior’ to something a little more…. Human.
2) Ogon (and I) would love a properly climactic duel between Ogon and Nazhena – revenge is a major driving force for him!

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) (Known) Ogon never understood his tribe’s xenophobia and had planned to leave his tribe and apprenticeship, once he felt he had learned enough to control the fire inside him effectively.
2) (Unknown) Ogon (and most of his tribe’s fire-wielders) were the descendants of a red dragon, which has interbred with their tribe several times over the centuries. The dragon still lives and may keep an eye on its offspring.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Ursine, Ogon’s intended mate was captured by a White Wolf and taken to the Howlings where she still lives a life of servitude.
2) Elder Torvuk – Ogon’s fire-wielding mentor was old for a hobgoblin but retained power and prestige by virtue of his toughness and superb control over flame as well as his knowledge of the old stories. He often told the tales of the great Linnorn Kings, as well as the tales of Baba Yaga and her daughters – the Ice Queens. Ogon loved those stories, and Torvuk, if he were still alive, could be a valuable source of nearly lost information and knowledge.
3) The Winter Wolf without an Ear, as Ogon thinks of him, took Ursina and helped to destroy Ogon’s tribe. Ogon nurses a burning personal hatred of that particular wolf – although the wolf likely doesn’t even remember him, or know that he exists at all!

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Although many hobgoblins scarify themselves to prove their toughness Ogon’s scars are accidental – the result of early mishaps with fire. Thus he’s not actually proud of them the way most hobgoblins are – viewing them as reminders of his lack of control, rather than badges of honor.
2) After twenty years frozen inside ice Ogon has an intense fear of being held immobile and suffers flashbacks if affected by spells such as ‘Hold Person’ or even during dreams where he feels that he cannot move.
3) Ogon still carries the talisman he was making for Ursina and their mating, an ice boar’s tooth which he was personally etching with runes to show their commitment and family histories. It hangs, half finished, around his neck even now – although he doesn’t like to answer questions about it, and will NEVER finish it until he finds Ursina again.