Dwarf | Acrobatics +8, Cooking +7, Escape Artist +9, Heal +8, Perception +12, P Oration +9, Stealth +8, UMD +5
Classes/Levels
| Active Conditions: Earth Glide, Earth Climb
Gender
Male C/N Dwarf Geokineticist/5 | HP: 64/75 | AC Norm/Tch/FF: 16/14/12 | CMB/CMD: -1/+3 | F/R/W: +14/8/4 | Init: +6 | Speed 20 ft
Strength
3
Dexterity
18
Constitution
28
Intelligence
9
Wisdom
18
Charisma
13
About Spooky PBP
'Spooky' Fey Earthroots was born under odd circumstances. While pregnant and near birth, his mother went for a walk in the woods to move the birthing along and got lost. Now for a dwarf to get lost is unusual, but she swears that the forest was working against her, putting up obstacles, and forcing her deeper and deeper into the woods until the time came for her birth. When her child was born it was unnaturally thin - thin for a human, much less a dwarf, with large spooky eyes. This led to the father declaring him spooky and naming him Fey. No sturdy name like Brok for this child. The nickname stuck and for the rest of his life he had to put up with the name Spooky. Of course Fey is not much better. The child was weak, unable to life a proper dwarven hammer, but freakily hardy. In spite of his size he ate like three dwarves and had an inexhaustible supply of energy. Until he could walk he was always fussing and crying. Once he could walk he was into EVERYTHING. His hair and nails grew at an amazing pace. Once he was old enough to grow one his bead grew a foot a day and it took some heavy duty dwarven tin snips to cut his nails each day, which grew an inch. His father despaired over him. He was no good for any of the normal dwarven crafts. He had neither the strength nor the patience. The final straw was during adolescence when his geokenetic abilities emerged during a father/son confrontation resulting in a broken stone table, and the boy was sent to (insert location near Hescoy here - or Heskoy if it fits) to study under a mature dwarven kineticist.
Main Stats:
'Spooky' C/N Male Dwarf Geokineticist/5
Str 3, -4 (10[race] -7[initial roll]) Dex 18, +4 (10[race] +7[initial roll] +1[level 4 bonus]) Con 28, +9 (12[race] +14[initial roll] +2[belt]) Int 9, -1 (10[race] -1[initial roll]) Wis 18, +4 (12[race] +6[initial roll]) Cha 13, +1 (8[race] +5[initial roll])
HP 75 (+28[5d8] +45[con] +2[favored class] +5[unstoppable]) Init +6 (+4[dex] +2[reactionary]) Senses Darkvision
Perception +12
Speed 20 ft., 20 ft. climb (stone and earthen surfaces)
Base Attack +3
Languages Common, (loses dwarven due to low IQ?)
Defense:
CMD +3 (10 +3[BAB] -4[str] +4[dex]) AC normal 16, touch 14, flat-footed 12 (10 +4[dex] +2[bracers]) DR 2/adamantine [Flesh of Stone]
Fort +14 (+9[con] +4[class] +1[unstoppable]) Ref +8 (+4[dex] +4[class]) Will +4 (+4[wis] +0[class])
Belt of Mighty Constitution, +2, 1 lb
Bracers of Armor 2, 1 lb
Handy Haversack, 5 lbs
4 potions of healing
Items in Haversack:
Kineticists Kit (backpack, a belt pouch, a blanket, torches (10), trail rations (5 days), and a waterskin)
Cooking Kit
Some fresh food and vegetables
Mess Kit
Medium Tent
Bedroll
Chalk
Coffee Pot and Coffee
Survival Kit
Fishing Kit
Hooded Lantern and 5 oil
Mirror
Waffle Iron
Exotic spices, salt, etc. (10 gp worth)
Antiplague
Antitoxin
Alchemical Solvent
Air Crystals
Shaving Razor (Cold Iron)
about 35 gp
Racial Traits, Traits, Class Abilities, and Feats:
Dwarf Traits
+2 Constitution, +2 Wisdom, -2 Charisma Dwarves are both tough and wise, but also a bit gruff.
Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision Dwarves can see in the dark up to 60 feet.
Defensive Training Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Stonesinger Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
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.
Starting Traits
Reactionary (i.e. ADHD) You gain a +2 trait bonus on initiative checks.
Defensive Strategist (i.e. even more ADHD) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
- Basic Geokinesis: 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 sift cantrip.
Gather Power
- Both hands must be free
- Big 20' display
- Reduce cost of blast by 1 burn as a move action
- Reduce cost of blast by 2 burn as a full round action
- Reduce cost of blast by 3 burn as a full round action plus move action.
- Damage forces concentration check (DC = 10 + damage taken + spell level). Failure means loss of spell and forced burn.
Infusion
- Alters blast.
- Gain wild infusion wild talent at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels.
- May apply 1 form infusion and one associated substance infusion to a blast. Add burn cost to spell.
- Form infusion DC based on Dex modifier. Successful save negates entire spell.
- Substance infusion DC based on Con modifier.
- Apply Substance infusion effects first.
- At 5th, 11th, and 17th levels, may replace infusion (but must be of same or lower level).
- 1st level/Extended Range (form)
- 3rd level/Pushing (substance)
- 5th level/Entangling(substance)
Kinetic Blast 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.
Utility Wild Talents
- 2nd level/Earth Walk: Because you meld very slightly into the earth, when you are standing on an earthen surface, you ignore difficult terrain caused by rocks, earth, or mud, and while on such surfaces you add your elemental overflow bonus to your CMD against being moved or tripped and on Acrobatics checks to balance.
- 4th level/Earth Climb: You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed equal to your base land speed when climbing such surfaces.
Elemental defense At 2nd level, a kineticist gains her element's defense wild talent.
- Flesh of Stone: 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.
Elemental overflow +1 At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% . her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.
Infusion specialization 1 At 5th level, whenever a kineticist uses one or more infusions with a blast, she reduces the combined burn cost of the infusions by 1. This can't reduce the total cost of the infusions used below 0. She reduces the burn cost by 1 additional point at 8th, 11th, 14th, 17th, and 20th levels.
Metakinesis (empower) At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). At 9th level, by accepting 2 points of burn, she can maximize her kinetic blast as if using Maximize Spell. At 13th level, by accepting 3 points of burn, she can quicken her kinetic blast as if using Quicken Spell. At 17th level, by accepting 4 points of burn, the kineticist can use her kinetic blast twice with the same standard action, or swift action if she also uses metakinesis to quicken the blast. When she uses a double kinetic blast, all modifications, such as metakinesis and infusions, apply to both of the blasts, but the kineticist needs to pay the burn cost only once.
Feats
Toughness (see unstopable trait) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Fey Foundling Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.