Rogar Befin
Male Dwarf Kineticist 17
LN Medium Humanoid (dwarf)
Init +5; Senses Darkvision 60 ft., Tremorsense 10 ft., Perception +28
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Defense
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AC 28, touch 20, flat-footed 22 [+6 Dex, +6 armor, +4 deflection, +2 natural]; (+2 Dodge v. Goblins, +4 Dodge v. Giants)
HP325 (16 HD; 17d8+209+17+17) 25% Crit negation, DR 13/ Adamantine
Fort +27, Ref +19, Will +15
Resist Acid 10
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Offense
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Speed 30 ft., Burrow 30 ft., Climb 30 ft., Earth Glide
Melee Kinetic Blade +19/+14/+9 (Variable/20)
Ranged Kinetic Blast +26 (variable/20) | Extended Range +22 (Variable/20)
Special Attacks Internal Buffer 3, Burn (5/15), Gather Power (Move Action, -2 Burn, full-round -3)
Magic
At will- Prestidigitation, Mage Hand (CL 1st)
3/day- become undetectable to constructs for 1 minute (swift action)
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Kineticist
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Caster Level 17; Concentration +30
Kinetic Blasts - CL 17; -4 Burn
Base Blast: Earth Blast +22 (8d6+1d8+30) (0 Burn)
Empowered: Earth Blast +22 (8d6+1d8+30+Empowered) (1 Burn)
Composite: Metal Blast +22 (16d6+1d8+42) (1 Burn)
Maximized: Earth Blast +22 (50+8+30) (2 Burn)
Kinetic Blade +16/+11 (8d6+18) (1 Burn)
Quickened: Earth Blast +22 (8d6+1d8+30) (3 Burn)
Infusions Substance Infusions (DC 32)
Kinetic Blade (1 Burn) Melee Attack dealing Blast damage, multiple per round
Entangling Infusion (2 Burn) Reflex Save or become entangled
Deadly Earth (4 Burn) Area attack for 1/4 then 1/2 damage for 10 rounds to those who walk through or end turn in area, difficult terrain
Form Infusions (DC 25)
Extended Range (1 Burn) -1 to Damage and Attack, range 120 feet
Snake (2 Burn) Choose path for Blast, avoid cover/total cover, range 120 feet
Impale (2 Burn) Make an attack against everyone in a line
Fragmentation (4 Burn) Everything within 20 feet of hit target takes 1/2 damage (ref save for half again)
Grappling Infusion
Utility Talents Basic Geokinesis (0 Burn)
Flesh of Stone (5 Burn for DR 12/Adamantine, all day)
Kinetic Cover (0 Burn)
Earth Climb (0 Burn)
Tremorsense (0 Burn/Move action; 1 Burn for 1 round/level)
Shift Earth (0 Burn)
Earth Glide
Stone Sculptor
Ride the Blast
(If no Burn, for some reason, -6 to all attack and -12 to all damage, and only DR 8)
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Statistics
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Str 8+2, Dex 20+2, Con 30+4, Int 10, Wis 16, Cha 8
Base Atk +12; CMB +12 (+14 Bull Rush, Overrun); CMD 29
Skills
Acrobatics +25 (+30 to jump), Climb +12, Craft (weapons) +8, Intimidate +3, Knowledge (engineering, dungeoneering) +11, Profession (soldier) +7, Profession (stonemason) +18, Stealth +25, Perception +28, Use Magic Device +4, Linguistics +2
Conditional Modifiers +2 for craft, profession relating to metal or stone, +4 perception for unusual stonework
Racial modifier: +8 Climb
Feats Point-blank Shot, Toughness, Precise Shot, Weapon focus (kinetic blast), Mobile Gathering, Improved Stonecunning, Stone Sense, Iron Will, Extra Talent (Stone Sculptor), Elemental Overload
Traits Defensive Strategist, Ironfang Survivor
Languages Common, Dwarven, Goblin, Undercommon
Gear
Money: 3,986 gp
Weapons/Armor: +3 studded leather armor, silver dagger, lesser kineticist's diadem (earth)
Magic Items (bonuses): Incandescent Blue Sphere Ioun Stone (+2 WIS), Eyes of the Eagle (+5 Perception), +6/+6 Belt of Mighty CON/DEX, Cloak of Resistance +5, Ring of Protection +4, Amulet of Natural Armor +2, cracked dusty rose prism ioun stone (+1 Init), sigil of Kraggodan
Magic Items (other): boots of springing and striding, traveler's any-tool,
Adventuring gear: backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), waterskin, adventurer's outfit,
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Special Abilities
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Name of Ability
Racial Abilities
Relentless
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
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.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Favored Class: Kineticist
FCB: +11 Hit Points
[/spoiler]
Backstory:
Rogar Earthhammer was born to a traditional dwarven family in a small, unnamed Nirmathi town, raised to worship Torag as the protector and creator. From a young age, Rogar proved adept at manipulating metal, becoming a decent weapons smith. He was otherwise unremarkable, if a bit weak for a dwarf. Most of his life he spent working with the earth and metal, growing a deep understanding of such materials. He had a comfortable existence, doing quite well for himself even at his young age of 35. On his 44th birthday, though, the fearsome Ironfang Legion attacked his ramshackle hometown, razing the village completely and leaving no survivors.
Well, there was one survivor. A young dwarven smith, resilient and hardy beyond anyone's knowledge, lay in his collapsed forge, buried in rubble. He lay, dying, in the midst of the stones and bricks that were his former livelihood, calling out to Torag to take vengeance on the ones responsible for this destruction. Much to his surprise, Torag responded. Rogar refuses to say exactly what transpired, but the dwarven deity gave the young smith two gifts; the power to exact vengeance for his family, and a deep bond with the material he so loves. Leaving town with little more than the clothes on his back, Rogar set off in pursuit of the Ironfang soldiers. Unskilled with tracking, he quickly lost the trail, instead finding himself in Phaendar. He's been in the town for about a month now, honing his new Torag-given powers and recovering from his narrow scrape with death.
Appearance/Personality:
Rogar is typical height for a dwarf; standing just over 4 feet tall. His hair and beard, the color of stone and clay, respectively, are braided with metal studs, and his eyes are a deep silver color. He's solidly built, yet surprisingly agile and weak. He's gruff by human standards, but no more so than the average dwarf. While occasionally difficult to understand, he lacks much of the deep dwarven accent normally associated with his race.
He's somewhat outgoing, but still reserved, preferring not to talk about his past. He's something of a "knock out first; ask questions later" kind of dwarf, especially when it comes to hobgoblins. He prefers to use solid, yet agile, motions for controlling earth, with precise and powerful blows- just like with a hammer- pushing foes back one step at a time to give his allies more room to maneuver. While unskilled at melee, he's tough enough that he stays relatively close to the frontlines, launching rocks at foes who are causing too much trouble.
One of his favorite tricks is to control the dust in the air, coalescing it in a massive whirlwind, compacting it into a solid rock through sheer force of will, launching it as an arrow, boulder, or ribbons of fluid rock.