Pahmet Monk

Qadri of Erekrus's page

36 posts. Organized Play character for TimD.


Classes/Levels

Male Dwarf (Pahmet) Kineticist 2.0 | HP 26/26, Burn 0 | Move 20 | AC 16 T 12 FF 14 (+2 dodge vs. flying) | CMD 13 (17 vs. bullrush & trip) | F +8 R+5 W+2 | Init +2 Darkvision 60 ft Per +6 (add +2 vs. flying) | DR 1/ adamantine, Kin Cover 2/5

About Qadri of Erekrus

Full Character Sheet:

CN Medium Dwarven (Pahmet) Geo Kineticist 2.0
Init +2 ; Senses Darkvision 60ft ; Perception +6 (add +2 vs. flying)
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor) ; add +2 dodge vs. flying
hp 26 (2d8+8CON+2 FCB +3 TOUGH) , ______ ; Burn (max 7, _____ ; effects __________________ )
Fort +8, Ref +5, Will +2 ; +1 trait bonus vs. SU ability of undead creatures
Other DR 1 / Adamantine
Offense
Speed 20 ft
Melee Heavy Pick +1 (1d6, 20/x4, P)
Ranged Kinetic Blast +3 (1d6+4, 20/x2, B,P, or S, 120 ft max range) ; +1 to hit & damage within 30 (Point-blank)
Special +1 to hit vs. flying ; Kinetic Cover (max 5 in existence at a time, 4 hp each, blocks LoS)
Statistics
Str 11, Dex 14, Con 18, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 13 (17 vs. bullrush & trip)

Racial Abilities Darkvision 60 ft, Stability (+4 to CMD vs. bullrush & trip), Slow & Steady (base speed 20, never modified by armor or encumberance), Weapon Familiarity (Battleaxes, Heavy Picks, Hammers ; any “dwarven” weapon is treated as a Martial Weapon), Sky Sentinel (As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning. ARG), Lorekeeper (Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. ARG.), & Unstoppable (Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. ISR.)

CLAs Burn, Elemental Focus (Geokinesis), Gather Power, Infusion (Kinetic Cover), Kinetic Blast (Concentration +5) ; Proficiencies: Simple Weapons, Light Armor (+Dwarf)

Traits Indomitable Faith (Faith - +1 trait bonus on Will saves. UCamp) ; Deathkeeper (Race - Pahmet Dwarf -You have lived for a time deep inside the necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies has strengthened your ability to resist the powers of the unliving. You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures. PoS.)

Feats Point-Blank Shot, ToughnessB

Skills (10pts) Climb1+4 (1r), Heal+5 (1r), Knowledge (Dungeoneering)+6 (2r), Knowledge (Religion)+2 (1r), Linguistics+5 (1r), Perception+6 (2r), Profession (Miner)+5 (1r), Swim1+0 (0r), Use Magic Device+4 (1r) ; 1 – no armor check penalty

Languages Common (Taldane), Dwarven, Terran, Undercommon

Equipment mw darkleaf cloth (leather) lamellar armor, cold iron heavy pick ; backpack, beltpouch, flint & steel, waterskin, explorer’s outfit

wand of cure light wounds (50 charges, DC 20 UMD to activate, _______)

Mule (“Cabbage Pharaoh“) bit, bridle, pack saddle, saddlebags, 10 days feed, 50’ silk rope, grappling hook, bedroll, 3 days of trail rations

Other Wealth 534 gp, 9 sp

Notes
Favored Class Bonus – Kineticist – HP
Skills per Level: 5 (4+Int Bonus)
Encumbrance (STR 11) 37.5lbs LIGHT (Light = < 39lb ; Medium 39lb – 76lb ; Heavy 77lb-115lb) – dwarf, no move penalty for encumbrance
Faction: Scarab Sages ; Fame / Prestige: 4/2 – 2 PA spent on wand of cure light wounds
Scenarios Completed: GM Credit ES-1 (The Tower Ruins),

Appearance & Background:

WiP, but gist is: <Pahmet Dwarf = 22 yr old human ; grew up in Erekrus – his elder sister often had contact with local sphynxes and brought him with her ; he became an unofficial “mascot” of their alliance. His viewpoints affected by his conversations with the sphynxes and a ghost within the catacombs his people guard, he chose to venture out and discover more of the world and of his people than he was able to discover in Erekrus. Egyptian motif. Somewhat obsessed with learning more about the “two banes of the earth” – Lazurite & Black Blood of Orv. Ancesters were at the Zolurket mines and fled during the Ghoulwar there.>

Kineticist Class & Notes:

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; see page 23) 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.

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; see Infusion on page 12), 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. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

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.

Geokineticist
Wild Talents
Simple Blast - earth blast
Composite Blasts - autumn blast, magma blast, metal blast, mud blast, sandstorm blast
Defense - flesh of stone
1st - basic geokinesis, earth walk, kinetic cover, pushing infusion†
2nd - bowling infusion†, earth climb, entangling infusion†
3rd - earth child, impale†, jagged flesh, magnetic infusion†, rare-metal infusion†, tremorsense
4th - enduring earth, shift earth
5th - earth glide, stone sculptor, tremorsense, greater
6th - deadly earth†
7th - fragmentation†, shift earth, greater
8th - N/A
9th - seismic master

Basic Geokinesis
Source Occult Adventures pg. 23
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 siftAPG cantrip.

Earth Blast
Source Occult Adventures pg. 15
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.

Extended Range
Source Occult Adventures pg. 19
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.

Flesh of Stone
Source Occult Adventures pg. 17
Element earth; Type defense (Su); Level — ; Burn 0
Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.

Kinetic Cover
Source Occult Adventures pg. 26
Element aether, earth, water, wood; Type utility (Sp); Level 1; Burn 0
You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.

Botting Instructions:

In combat, Qadri will normally try to either kinetic blast foes or time a use of kinetic cover to deny foes the ability to attack either himself or allies effectively.

[dice=initiative]1d20 +2[/dice]
[dice=Perception (add 2 vs. flying)]1d20 +6[/dice]

[dice=FORT Save]1d20 +8[/dice]
[dice=REF Save]1d20 +5[/dice]
[dice=WILL Save]1d20 +2[/dice]

[dice=kinetic blast within 30 ft]1d20 +3 +1[/dice]
[dice=kinetic blast damage within 30 ft]1d6 +5 +1[/dice]

[dice=kinetic blast between 35 & 120 ft]1d20 +3[/dice]
[dice=kinetic blast between 35 & 120 ft]1d6 +5[/dice]

[dice=Knowledge: Dungeoneering]1d20 +6[/dice]
[dice=Knowledge: Religion]1d20 +2[/dice]