Ninja

Surinder Sabeer's page

1 post. Organized Play character for Blake's Tiger.


Full Name

Surinder Sabeer

Classes/Levels

Kineticist

About Surinder Sabeer

Surinder Sabeer
Male human kineticist (kinetic knight) 1.0
NG Medium humanoid (human [Vudrani])
Init +3; Perception +1
DEFENSE
AC 1, touch 11, flat-footed 12 (+2 natural, +1 dexterity)
HP 13 (1d8+5)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 30 ft
Melee kinetic blade +3 (1d6+2 electric, 20x2)
Ranged sling +3 (1d4+2, 20x2, range 50 ft)
STATISTICS
Str 14, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 15

Feats:
Weapon Finesse

Skills:

Acrobatics +3* (+4 on vessel afloat)
Bluff -1
Climb +6* (+7 on vessel afloat)
Diplomacy -1
Disguise -1
Escape Artist +3*
Fly +3*
Heal +1
Intimidate -1
K: Nature +4
Perception +1
Perform -1
Ride +3*
Sense Motive +1
Stealth +3*
Survival +5
Swim +4*

Traits:
captain’s blade (faction): climb in class, +1 acrobatics & climb on board any vessel on water
sea-souled (region): +1 swim, can always take 10 on swim checks

Languages Taldane (Common), Vudrani
SQ dual talent, air elemental focus
Combat Gear
Other Gear
SPECIAL ABILITIES
Courtly: Diplomacy and sense motive are class skills instead of acrobatics and stealth.
Kinetic Blast: Electric blast causes 1d6+(0.5 x CON) electric damage vs. touch AC
Kinetic Blade: As part of an attack action, charge, or full-attack action, he can manifest his blast as a melee attack.
Elemental Blade: He gains the kinetic blade form infusion and cannot use his kinetic blast without the kinetic blade form infusion.
Kinetic Warrior: He can use his Constitution score in place of his Intelligence score when qualifying for combat feats.
Basic Aerokinesis: He can create a light breeze that blows against a creature or object from a direction of his choice that follows the target wherever it goes. This breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gasses (such as cloudkill, stinking cloud, and inhaled poisons. He can also make a number of creatures or objects equal to CON harder to detect by scent, counting as downwind.
Gather Power: If both hands are free, he can gather energy as a move action to reduce the burn cost of a blast by 1 or as a full round action to reduce the burn cost by 2. He can perform a full round action and a move action the next round to reduce the next blast burn cost by 3 total.
Burn: He takes 1 point of non-lethal damage per character level per point of burn accepted. Limit 1 point per round. Maximum 7 points of burn.
Thundering Infusion: Whenever his kinetic blade hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn’t deal damage. Burn 1. Save: Fort negates vs. DC 14