Monk

Savari's page

30 posts. Organized Play character for Kobash.


Classes/Levels

Keneticist 1 | AC 16 T 13 FF 13 | HP 13/13 | F +6 R +5 W +1 | Init +3 | Perception +5

About Savari

PFS# 7162-17
Faction:
XP: 1
PP: 2 (0 spent)
FAME: 2

DESCRIPTION:

RACE: Human
CLASS/LEVEL: Kineticist 1 (telekineticist)
ALIGNMENT: CG
INIT: +3
AC: 16 [F: 13 T: 13]
FOR: +6 REF: +5 WIL: +1
HP: 13

STR 8 DEX 16 CON 18 INT 10 WIS 12 CHA 10

BA -1 CMB -1 CMD 12
Telekinetic Blast +4 (1d6+6, x2) *30' range
Melee -1
Ranged +1

SKILLS: [3 ranks]
Knowledge Local 1 (+5)
Perception 1 (+5)
Stealth 1 (+7)

Languages: Common (Taldane), Vudrani
FEATS: point blank shot, precise shot
TRAITS: poverty stricken (+1 survival and it becomes a class skill), world traveler (+1 knowledge local and it becomes a class skill)
SPECIAL: Elemental Focus (aether), Kinetic Blast, Wild Talent, Burn

SCENARIO and PRESTIGE:

SCENARIOS and ADVENTURES
Hall of the Flesh Eaters 1xp/2pp/507gp

WEALTH and EQUIPMENT:

Total Accumulated Wealth - 657gp

Starting Purchases
Quiver with 20 arrows 1gp
Belt Pouch 1gp (full of small stones)
Spear 2gp
Dagger 2gp
Studded leather armor 25gp
Backpack 2gp
Alchemist fire x2 40gp
Acid x2 20gp
Sunrod x3 6gp
50' silk rope with grappling hook 11gp
*SubTotal - 100

TOTAL Spent 100
CURRENT Wealth 50

Keneticist Abilities:

Telekinetic Blast (Sp): You throw whatever unattended object happens to be nearby at a single foe as a ranged attack. The object must weight 5 lbs. per kineticist level you possess or less. If you hit, the target and the thrown object each suffer an amount of bludgeoning, piercing, or slashing damage equal to 1d6+1 + your Constitution modifier. This damage increases by 1d6+1 for every 2 kineticist levels you possess beyond 1st. Spell resistance does not apply. Even if a telekineticist uses this power on a magic weapon or other unusual object, the attack does not use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage.

Burn (Ex): At 1st level, a kineticist can overexert themself to channel more power than normal, pushing past the boundaries that are safe for their body. Some of their wild talents offer them the option to accept burn in exchange for a greater effect. For each point of burn they accepts, a kineticist suffers one point of nonlethal damage per character level. This damage cannot be removed by any means without a full night’s rest. A full night’s rest removes all burn and all associated nonlethal damage. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A kineticist can never choose to accept burn if it would put their total points of burn over his Constitution modifier + 3, though they can be forced to accept more burn from a source outside his control.

If they have both hands free, as a move action, a kineticist can visibly gather energy or elemental matter around them, allowing them to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If they take any damage while gathering power and before the kinetic blast that releases it, they must make a concentration check (DC = 10 + damage dealt + effective spell level of his kinetic blast) or lose the energy in a wild surge that deals them 1 point of burn.

Talent - Kinetic Cover:

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. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight as well. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0 and 2 hit points per kineticist level you possess.