Molric

Oren Fireshade's page

452 posts. Alias of Blaydsong.


Race

| HP 23/28 | AC 16; TAC 12; FFAC 14 | Fort +6; Ref +5; Will +3; +2 vs. poison, spells, and spell-like abilities | Init: +2 | Perc: Perception +8 (+10 to notice unusual stonework), SM: +2; Darkvision 60 ft.

Classes/Levels

| Speed 20 ft | Burn: 0/6 (0 nonleathal damage); Ki: 5/5 | Active conditions: 20% miss chance to physical ranged attacks. |

Gender

|LG| Dwarf (Ouat Caste) Kineticist (Psammokinectic) 3

Size

Medium

Age

51

Alignment

LG

Deity

Irori

Languages

Common, Dwarven, Terran

Strength 11
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 12

About Oren Fireshade

Oren Fireshade
Dwarf (Ouat Caste) aerokineticist (Psammokinetic) 3
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 28 (3d8+9)
Fort +6, Ref +5, Will +3; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee MW cold iron heavy pick +3 (1d6/×4)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range, pushing infusion
. . Blasts—sand blast (+4; 2d6+6)
. . Utility—basic aerokinesis, cold adaptation

Relationship Bonuses: +1 Attack/Damage when defending/fighting for Shalelu.
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Statistics
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Str 11, Dex 14, Con 16, Int 12, Wis 14, Cha 12
Base Atk +2; CMB +2; CMD 14

Feats
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits
Student Survivalist: Although she is seen as something of a mystery to most of Sandpoint’s citizens, Shalelu has never really seemed all that mysterious to you. Of course, that’s probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it— and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor. NPC Choices: Shalelu.
Wisdom in the Flesh (Climb): Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.

Skills Acrobatics +7 (+3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +7, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +7, Perception +8 (+10 to notice unusual stonework), Survival +10, Swim -1; Use Magic Device +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Terran

SQ burn (1 point/round, max 6), burning winds, gather power, iron within, mountaineer[ARG]
Other Gear Masterwork chain shirt, MW cold iron heavy pick, backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, dagger, vermin repellant, 1271 gp, 5 sp, 8 cp.
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Special Abilities
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Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Burning Winds (Su) Must choose air as primary element.
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn.
Darkvision (60 feet) You can see in the dark (black and white only).
Extended Range Kinetic blast has range of 120ft.
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
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Iron Within (1/day) (Su) Gain 1 ki point; swift act, 1 rnd, +2 dodge to AC or +20 ft. speed.
Ki Blast +1 (Su) Swift act, 1 ki, +1 to attack rolls and +1 additional damage to kinetic blasts for 1d4 rnds.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Constitution modifier.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
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 +3) Your kinetic blasts makes Bull Rush CMB using Con.
Sand Blast (Sp) Level 0; Burn 0
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Kineticist Wild Talents:

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Sand Blast
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Element air; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage slashing
You slice at a single foe with a stream of sand.
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Basic Aerokinesis
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Element air; Type utility (Sp); Level 1; Burn 0
You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn’t function without air or while underwater. You can have only one such breeze active at any one time.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.
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Enveloping Winds
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Element air; Type defense (Su); Level —; Burn 0
You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant’s thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.
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Pushing Infusion
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Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

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Cold Adaptation
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Element fire, water; Type utility (Sp); 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.

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Extended Range
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Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
Your kinetic blast can strike any target within 120 feet.

Background:
Oren was born of the Ouat Caste of Pahmet dwarves from Osirian, and was raised in their ways of wilpower and self-improvement, as well as some religious studies of the god Irori. He was an exemplary student in many ways, but was unable to fully grasp the even the simplest of lessons of their martial training. It wasn't that he was incapable. Physically Oren was a fine specimen of a dwarf, even when he was young, and he was able to pickup on the mental chi training without issue. It may have had something to do with the strange abilities that started to manifest whenever he attempted to use his chi. Instead of channelling it through his body and movements, he was channel the energy in the sand of the desert, and the heat of the sun. It was quickly obvious that he would require different training than what the local masters could provide, and so he was sent to live among a small community of Pahmet dwarves nearby to learn how to control these abilities.

Oren stayed among these dwarves for several years, learning how to harness the elements. Unfortunately, he never made any real friends among the Pahmet. Most of these sand dwarves say him as odd, at best, and brain-touched at worst. He had come to them late enough in his adolescence that he had already established the habits of the Ouat, including keeping himself shaved. Eventually, there was a small but vocal portion of the community that started to think of him as bad luck or worse. While he was used to the names and stares he was usually given, it eventually started to escalate to abuse and fighting. Oren tried to avoid the fights, but the more he was pushed around, the harder it got until he accidentally lost control and retaliated against the bullies with a blast of sand. While this didn't kill anyone, his master knew that things would get even worse if Oren stayed, and so he smuggled the yound dwarf aboard a shipping vessel and told Oren that the best thing would be to go into the world and find his own path.

The boat brought Oren to the wildlands of Varisia, specifically to the city of Magnimar. While he marveled at the City of Monuments, he quickly grew uncomfortable at both the size of the grand city, and the stares that he produced wherever he went. So he left and headed south, wandering the roads, where he eventually stumbled on a small raiding party of goblins. They very well could have overpowered and killed him, if it wasn't for the timely intervention of an elven ranger named Shalelu. The once the goblins were dispatched, Shalelu took the strange young dwarf under her wing and gave him some training in surviving the wilds of Varisia. Oren came to charish the time with the elven woman and came to think of her akin to an older sister, and she seemed to share the sentiment. Through Shalelu, he eventually came to Sandpoint and became a part-time resident. The rest of the time spent combing the wilderness, usually with his mentor, but sometimes on his own as well. He could tell that Shalelu was starting to think of other things, lately, though and told her that anywhere she went, he would follow.

Description and Personality:
Oren is a typical to his kind in regards to stature, if maybe a little leaner than your average dwarf. But that is where the similarities end. Being Pahmet (sand dwarf to most other humanoid species) his skin tone is fairly dark compared to his northern brethren. Also, having been raised among the Ouat Caste, he is completely shaved, making his appearance seem a little odd, especially without the typical beard that most dwarves wear with no small amount of pride.

The differences aren't only in his appearance, either. While he does have his gruff moments, Oren is more soft spoken and thoughtful than is usual for his race. He stands his ground on his beliefs and viewpoints, but not to the detriment of those around him. His time outside the confines of the Ouat Caste monastary and the alienation that he experienced, bolsted by the teachings of his master, have developed a patience in him that is as hard to break as the vicious sand storms of Osirion, but just as vicious to retaliate when pushed beyond his limits. Above all else, he has also developed a fierce protectiveness for those who treat him with respect, especially Shalelu.

Level Adjustments:

1st -- Favored Bonus (+1 skill point)
2nd -- Favored Bonus (+1 skill point)

Relationship with Shalelu:

+1 Attack/Damage when defending/fighting for Shalelu.

Possible gifts:
Canine Whistle