Harsk

Selmy Brukdnslagdam's page

73 posts. Organized Play character for Xynen.


Full Name

Selmy Brukdnslagdam

Race

Male Dwarf PFS#: 186188-9 Aerokineticist/1

Classes/Levels

Stats:
│HP:13/13│ AC 15│ T12│ FF13│ F6│R5│W1│Init 2│Perception +5 │CMB 0│CMD 12│

Gender

Skills:
Acrobatics: +5 Climb +3 K. Nature: +6 Perception: +5 Profession (Sailor): +5 Stealth: +7

Strength 10
Dexterity 14
Constitution 18
Intelligence 14
Wisdom 12
Charisma 8

About Selmy Brukdnslagdam

Laurels::

Experience: 2

Prestige: 4

Fame: 4

Boons & Titles:

Faction Goals Achieved: 0
Faction Goals in Progress: 1
Season 9 Faction Journal:
Rescue Captives/Slaves/Hostages 2/3

Crunch:
Selmy Brukdnslagdam
Dwarf Aerokineticist 1
CG Medium
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 ( +3 armor, +2 Dex)
HP 13 (1d8+5)
BAB: +0
Fort +6, Ref +5, Will +1

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Offense
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Speed 20 ft (30 No Armor).

Melee -

[dice=Dagger]1d20;1d4[/dice]

Range -
[dice=Air Blast]1d20+2;1d6+5[/dice]; 120 Feet.

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Statistics
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Str 10, Dex 14, Con 18, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 10

Traits:
Captains Blade
Grounded

Feats:
Point Blank Shot

Alternative Racial Feature: Slagchild

Skills:
Acrobatics: +6
Climb +4
K. Nature: +6
Perception: +5
Profession (Sailor): +5
Stealth: +8


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Special Abilities
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Burn:
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:

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), 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.

Gather Power:
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.

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


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GEAR/POSSESSIONS
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Dagger
Studded Leather
Backpack
Bedroll
Silk Rope (50ft)
Waterskin

1139.9 GP
Total Weight: 38lbs.