Gadka Burtannon

Tabarg Ironbelly's page

36 posts. Organized Play character for TheSuperDodo.


Full Name

Tabarg Ironbelly

Race

Dwarf

Classes/Levels

Kineticist 1 (HP: 13/13) (Burn: 0) (AC:14 FF:12 T:12) (Fort: +6 Ref: +4 Will: +2) (Init: +2) (Perc: +6) (20' movement)

Gender

Male

Size

Medium

Age

50

Alignment

TN

Languages

Common, Dwarven, Gnomish, Qadiran

Occupation

Cook

Strength 7
Dexterity 15
Constitution 18
Intelligence 14
Wisdom 15
Charisma 7

About Tabarg Ironbelly

Tabarg Ironbelly
Male Dwarf kineticist 1
TN Medium humanoid (dwarf)
Init +2, Senses darkvision (60 ft.); Perception +6
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 13 ((1d8)+5)
Fort +6, Ref +4, Will +2, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Ranged telekinetic blast +2 (1d6+5)

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STATISTICS
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Str 7, Dex 15, Con 18, Int 14, Wis 15, Cha 7
Base Atk +0; CMB -2; CMD 10 (14 vs bullrush, trip)
Feats Point-Blank Shot
Skills

  • Acrobatics +6 (+1 rank, +3 class, +2 DEX)
  • Disable Device +9 (+1 rank, +3 class, +2 DEX, +2 circumstance, +1 trait)
  • Perception +6 (+1 rank, +3 class, +2 WIS)
  • Profession (Cook) +6 (+1 rank, +3 class, +2 WIS)
  • Sleight of Hand +7 (+1 rank, +3 class, +2 DEX, +1 trait)
  • Stealth +6 (+1 rank, +3 class, +2 DEX)
    Traits Harvester, Gold Finger
    Languages Common, Dwarven, Gnome, Qadiran
    Combat Gear cheese (hunk) (9), bread (loaf) (10), meat (chunk) (10)
    Other Gear outfit (artisan's), leather armor, battleaxe, kineticist's kit, thieves' tools (mw) 17.8 gp
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    SPECIAL ABILITIES
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    Aether Kineticists who focus on the element of aether-a rare substance formed when elemental energy affects the Ethereal Plane-are called telekineticists. Telekineticists use strands of aether to move objects with their minds.
    Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills.
    Wild Talents: 1st-basic telekinesis, kinetic cover, kinetic healer, pushing infusion, telekinetic finesse; 2nd- bowling infusion, telekinetic haul; 3rd-foe throw, force hook, self telekinesis, telekinetic invisibility, touchsight; 4th-telekinetic maneuvers; 5th-aether puppet, force barrier, self telekinesis (greater), touchsight (reactive); 6th- disintegrating infusion, suffocate; 7th-spell deflection; 8th-many throw, telekinetic deflection, telekinetic globe.

    Basic Telekinesis This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, you can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

    Burn (Ex) 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.

    Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

    Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

    Extended Range Burn: 1. Your kinetic blast can strike any target within 120 feet.

    Gather Power (Su) 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.

    Gold Finger Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (Disable Device) becomes a class skill for you.

    Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

    Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

    Harvester (Profession (Tanner)) You were trained to harvest all parts of an animal with care and precision. You gain a +1 trait bonus on Profession (tanner) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.

    Hatred (Ex) 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.

    Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

    Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

    Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to 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, regardless of whether or not they are actively looking.

    Telekinetic Blast You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast's damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn't use any of the magic weapon's bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage). You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don't take the -4 penalty on the attack roll for throwing an object that wasn't designed to be thrown. In this case, the object's special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

    Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.