Orc

Pearl and Bob's page

25 posts. Organized Play character for MadScientistWorking.


Classes/Levels

AC 17 (+19 with shield raised); Fort +10, Ref +7, Will +6 HP 34/34

About Pearl and Bob

Pearl_PFS Kineticist 2
LG Medium Orc Undine Humanoid
Perception +6; Darkvision
Languages None selected
Skills Acrobatics +1, Athletics +6, Lore: Specific City +4, Medicine +8, Nature +6, Religion +6, Survival +6
Str +2, Dex +1, Con +4, Int +0, Wis +2, Cha +0
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin,
Soap, Familiar Satchel, Healer's Tools, Climbing Kit, Crowbar, Steel Shield (Hardness 5, HP 20, BT 10)
AC 17 (+19 with shield raised); Fort +10, Ref +7, Will +6
HP 34
Deflecting Wave Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. Requirements You're aware of the hostile effect, and you aren't off-guard against it.
A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.

Brinesoul Your elemental ancestor's legacy asserts itself as brackish water, like the seawater of the ocean. You gain the Salt Wound reaction.
Salt Wound Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike;
Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher.
On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain.
On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.

Speed 25 feet

Ocean's Balm (Healing, Impulse, Kineticist, Manipulate, Primal, Vitality, Water) A blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute. If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help. The target is temporarily immune to healing from Ocean's Balm for 10 minutes.
Level (+2) The healing increases by 1d8, and the resistance increases by 1.

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Elemental Blast (Attack, Impulse, Kineticist, Primal) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast. • Air 1d6 electricity or slashing, 60 feet
• Earth 1d8 bludgeoning or piercing, 30 feet
• Fire 1d6 fire, range 60 feet
• Metal 1d8 piercing or slashing, 30 feet
• Water 1d8 bludgeoning or cold, 30 feet
• Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage. Success The target takes full damage. Level (+4) The damage increases by one die.

Extract Element (Impulse, Kineticist, Primal) You extract elemental matter from a creature's body to weaken it and take its power for your own. Target a creature within 30 feet that has a trait matching one of your kinetic
elements or is made of one of your kinetic elements. The target takes 2d4 damage (with no damage type) and becomes susceptible to your impulses, depending on its Fortitude save against your class DC. Critical Success
The creature is unaffected. Success The creature takes half damage, and you add some of its elemental matter to your kinetic aura. Your impulses bypass any immunity the creature has to their elemental trait or traits, and the
target takes a –1 circumstance penalty to its saves and AC against your impulses. If the target normally has a resistance that would apply to damage from one of your impulses, ignore that resistance; if it normally would be immune to that damage type, it instead has resistance equal to its level to damage from the impulse. You can't target a creature with Extract Element if elemental matter you extracted from it is already in your kinetic aura. These effects last for 5 minutes or until your kinetic aura ends, whichever comes first.
Failure As success, but the creature takes full damage. Critical Failure As failure, but the creature takes double damage.
Level (+2) The damage increases by 1d4.

Base Kinesis (Impulse, Kineticist, Primal) It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you. Choose one of the following options, though the GM might allow you to make similar small alterations.
Base Kinesis can't deal damage or cause conditions unless otherwise noted. • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move Move an existing piece of the element up to 20 feet in any direction. If you bring it
into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup.
This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).

Channel Elements (Aura, Kineticist, Primal) Requirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Additional Feats Elemental Familiar, Medic Dedication, Quick Jump, Undine

Additional Specials Impulses, Kinetic Aura, Kinetic Gate (Single Gate), Kineticist Element (Water), Water Impulse
Junction

Familiar (Bob) 2

Spoiler:

Familiar (Bob) 2
N Tiny Minion Familiar
Perception +6; Low-Light Vision;
Languages None selected
Skills Acrobatics +6, Stealth +6, All other skills +2
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
Items Unarmored
AC 15; Fort +10, Ref +7, Will +6
HP 10
Speed 25 feet
Familiar Ability: Skilled Survival Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.
Familiar Ability: Second Opinion Survival Your familiar is your academic confidant. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Recall Knowledge skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the Aid reaction). It
automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you’re a master of the skill in question. Your familiar must have the skilled ability to select this.