|
Temüjin Sartaq Linseed's page
106 posts. Alias of rpblue.
|


Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Kineticists aren't purely Constitution-based however. You also need Dex or Strength (for niche melee builds) to be a functional Kineticist. Additionally, the Scarred Witch Doctor isn't an apt comparison as that archetype has no drawback on the health gain from that massive Constitution, while Kineticists spend their health to power their most powerful abilities. Sure, I may have 80 HP on paper as a Kineticist, but after building up my DR and powering my Feel the Burn, I only have 59, which is in line with other d8 classes that can spend into Con or have higher hit dice. Moving to the addition of a mental stat would mean that the whole class needs a rework as the Burn mechanic wouldn't function. You can't be a good Kineticist with 14 Con or 14 Dex/Str.
DR doesn't really effect Kineticists though. Early DR is easy enough to get through as Aether/Terra and all melee forms get bludgeoning/magic which gets by most everything until early mid levels. Once you hit mid levels, you can fire off large blasts that are empowered (at no burn cost if you spend the move action). So even DR 10/Good is not that big of a deal when you drop 30-50 points of damage in a blast action at 7th level. Plus, the usual culprits for that kind of DR in Pathfinder are BBEGs until high level play, upon which you can fire off some composite empowered blasts for 2 Burn and drop 12d6+22 at 7th level.
This is all while having DR 6/Adamantine, AC 23 and 59 effective HP to play with.
Also, small creatures are the best kineticists, imo. No need for strength + AC and hit bonuses for being small with no reduction in blast damage.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Slap these on 73433-09 please?
Also, I'm in for P&P

Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Pros:
-Massive amounts of damage if relatively good at stat optimization.
-Earth is the clear winner for pure defensive/offensive as it gives you substantial DR and the blast hits pretty consistently and for huge damage.
-Fire pairs well with Earth as it gives you Touch AC Blast and Fire's defense is nice for natural attackers/grapplers.
-NOTE: Always take Toughness as a Kineticist. Trust me.
Cons:
-Low utility, especially if you don't have a GM that allows very much deviation from the listed abilities. Lighting fires with Fire Blast, using the Wall talents horzontally as steps up the side of a cliff, etc.
-Low Will Save and Feat Intensive so not much room for Iron Will, however Halfling and Worshipper of Chaldira trait can aid that.
Possible Explanations:
-EF gives out feats as Always Available, including PBS and Weapon Finesse. If you do a switch hitter build, like Temujin, then these are two feats that are removed from build requirements. This can be lessened by taking human, but it did allow me to up the curve on needed feats. If I wanted to go even crazier, I could have used Deadly Aim all the time for even more damage, but I felt like I was doing enough. That being said, if you chose to go straight ranged or straight melee, then thinks like PBS/Precise or Weapon Finesse are unnecessary so this level of damage can still be achieved.
-EF also adjusted skill points to 4/level, which is helpful as Kineticists are 2/level base (getting bumped to 4/level in the release of the book).
Final View:
Way too much accuracy and damage in the mid levels. Might fall off around higher levels once other classes get more attacks per round and Kineticist stays at one (unless using a melee build).
Will make most PFS GMs cry as you destroy the monsters with little else than "I blast it."
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin sidesteps and blasts her with magma once more. "You should have given up and gone home, demon."
Magma Kinetic Blast-PBS/Feel the Burn (+2)/Haste/Aid/Good Hope | Empowered: 1d20 + 12 + 1 + 2 + 1 + 2 + 2 ⇒ (13) + 12 + 1 + 2 + 1 + 2 + 2 = 33 Move Action to Empower, Two Burn Taken
Damage-Good Hope: 8d6 + 4 + 4 + 4 + 1 + 2 + 4d6 + 7 + 2 + 1 ⇒ (1, 6, 3, 4, 2, 6, 5, 4) + 4 + 4 + 4 + 1 + 2 + (4, 2, 4, 1) + 7 + 2 + 1 = 67
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Will Save: 1d20 + 4 ⇒ (20) + 4 = 24
Temujin laughs at her pathetic attempt to replicate true despair with her magicks. "Is she even worth my time?" Temujin asks as he blasts her with molten hot magma that geysered up from the crude floor at her.
Magma Kinetic Blast-PBS/Feel the Burn (+2)/Haste/Aid | Empowered: 1d20 + 12 + 1 + 2 + 1 + 2 ⇒ (15) + 12 + 1 + 2 + 1 + 2 = 33 Move Action to negate One Burn; Take Two Burn
Damage: 8d6 + 4 + 4 + 4 + 1 + 2 + 4d6 + 7 ⇒ (2, 3, 1, 4, 3, 6, 5, 6) + 4 + 4 + 4 + 1 + 2 + (4, 2, 5, 6) + 7 = 69
Haste: AC 24 | Reflex +12
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin silently waits for these tall people to be done with their trickery. He toys with his obsidian by turning it into various shapes.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Reflex Save: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
The crit on the bomb makes the splash damage increase, so 10 splash on the crit bomb.
Temujin shrugs as the fire washes over him. "Weakling..."
He blasts the apprentice who threw the bomb with a gout of fire of his own making. "Let me show you what a real wielder of flame can do!"
Temujin's eyes glow red as flame erupts from the air around the apprentice.
Flame Kinetic Blast-PBS/Feel the Burn (+2) | Empowered | Haste | Touch Attack: 1d20 + 12 + 1 + 2 + 1 ⇒ (12) + 12 + 1 + 2 + 1 = 28 Move Action to Empower
Damage: 4d6 + 2 + 1 + 2 + 2d6 + 2 ⇒ (3, 5, 1, 1) + 2 + 1 + 2 + (4, 5) + 2 = 26
AC 24 with Haste
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin brings Snak into the building and lets him find comfort on the rug as the group rests. The fiery halfling will keep watch for any other undead stalking the land.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin stays behind Tobian as the occultist seems to want to act a shield for him. "If you wish, Tobian."
Temujin sees his obsidian spear embedded in the wall and will it to return to him, trying to slam it back through the green-eyed attic whisperer.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered | Soft Cover: 1d20 + 12 + 1 + 2 - 4 ⇒ (17) + 12 + 1 + 2 - 4 = 28 Move Action to Empower
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (2, 6, 4, 1) + 4 + 4 + 1 + 2 + (2, 4) + 5 = 35
After piercing the creature, the spear returns to its pyramid-like form in his hand.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin scowls at the thought of blasting children, but then he see one try to bite Galtar and he sends his obsidian spear through the chest of the one in rotten blue clothing.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25 Move Action to Empower
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (3, 1, 5, 1) + 4 + 4 + 1 + 2 + (4, 6) + 5 = 36
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Is that it...?" Temujin asks, confused by what purpose this served unless the creature has information to help them.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Perhaps you should, but if you were going to do that, then you wouldn't have shown us this and just glamered the property to throw us off the track. Instead, you have let us defeat everyone here to find you. I think I have the right, guys?" Temujin reasons.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Good eye, half-orc. Let us investigate the other rooms. I leave the trap hunting to you!" Temujin states as he moves to the next closest room.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin signals that he is going to open the closest door after the group readies, he opens it and strides in, boldly.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Hmm... This cloak pleases me. May I have it?" Temujin comments as he analyzes it.
Once gear division has been decided, Temujin will take the lead up the stairs.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin tumbles forwards, conjuring flame and earth in each hand as the ray blasts over his head.
AC 17 for Touch with Haste
He shoves blasts the creature with both elements as his fury becomes unleashed.
Magma Kinetic Blast-PBS/Feel the Burn (+2) | Empowered | Haste: 1d20 + 12 + 1 + 2 + 1 ⇒ (5) + 12 + 1 + 2 + 1 = 21 Move Action to Reduce 1 Burn; 2 Burn Taken
Damage: 8d6 + 4 + 4 + 4 + 1 + 2 + 4d6 + 7 ⇒ (3, 1, 1, 3, 4, 1, 3, 4) + 4 + 4 + 4 + 1 + 2 + (3, 5, 5, 2) + 7 = 57
If Zeldones successfully trips the daemon, then Temujin will use a kinetic blade instead to gain the +4 to hit. Subtract 1 from hit and damage for Kinetic Blade.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin scowls as his weapon is foiled a bit by the thick hide of the daemon. He steps up to the daemon and causes the obsidian to sharpen to a point one molecule wide before stabbing at the creature.
Earth Kinetic Blade-Feel the Burn (+2) | Empowered: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Move Action to negate Burn
Damage: 4d6 + 4 + 4 + 2 + 2d6 + 5 ⇒ (4, 3, 2, 6) + 4 + 4 + 2 + (2, 3) + 5 = 35
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin sighs. Can't people understand...
He turns his newfound toy, the obsidian pyramid into a long spear and tries to thrust it through the demon.
Earth Kinetic Blade-Feel the Burn (+2): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Damage: 4d6 + 4 + 4 + 2 ⇒ (2, 3, 2, 4) + 4 + 4 + 2 = 21
Miss Chance-High Hits: 1d100 ⇒ 62
AC 24 from Haste?
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"We will risk her ire as we have been set to a task." Temujin states plainly. "Where are the aged adventurers who came here?"
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin lets fire engulf his right hand and three stone begin to orbit his other hand. "Fire does not frighten, fiend. We will leave when you tell us where the aged adventurers are."
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin will ready a blast of earth at the woman if she raises her blade against Galtar while he is unconscious.
Earth Kinetic Blast-PBS/Feel the Burn (+2): 1d20 + 12 + 1 + 2 ⇒ (20) + 12 + 1 + 2 = 35
Damage: 4d6 + 4 + 4 + 1 + 2 ⇒ (3, 6, 4, 1) + 4 + 4 + 1 + 2 = 25
Earth Kinetic Blast-PBS/Feel the Burn (+2) Confirmation: 1d20 + 12 + 1 + 2 ⇒ (11) + 12 + 1 + 2 = 26
Damage: 4d6 + 4 + 4 + 1 + 2 ⇒ (4, 2, 5, 6) + 4 + 4 + 1 + 2 = 28
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin smiles as Galtar seems to be as good as he is getting. "The half-orc has some skills.... but I wonder if he can outlast the woman."
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"I have tools for ghosts, but they are weaker than my normal attacks. It is probably best if you take it Galtar." Temujin states before moving through the remaining unexplored doorway.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
The fiery halfling seems to almost ignite until he sees the creature's form coalesce. He forms the obsidian pyramid into a spear and launches it at the beast before having it return to orbit around him.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (20) + 12 + 1 + 2 = 35 Move Action
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (3, 2, 3, 2) + 4 + 4 + 1 + 2 + (5, 1) + 5 = 32
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered CONFIRMATION: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25 Move Action
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (1, 3, 4, 4) + 4 + 4 + 1 + 2 + (6, 3) + 5 = 37
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin reshapes the obsidian pyramid back into its original shape and holds on to it, liking the feel of the molten rock's smoothness in his hand.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin steps around Zeldones and bends the very fabric of the obsidian pyramid to lash out at the construct before it reverts back to its original shape. "Quite an amusing toy..." he comments.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29 Move Action
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (5, 1, 5, 5) + 4 + 4 + 1 + 2 + (3, 4) + 5 = 39
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin is intrigued by the pyramid. He moves to pick up the obelisk to inspect it further.
Take 20 on Perception: 33
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin laughs slightly at the story. "What a weird place this is..."
The halfling moves to explore the remaining area: upstairs.
-Posted with Wayfinder
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin blasts the wererat with some earth.
Empowered PBS Earthen Blast: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 6d6 + 16 ⇒ (1, 6, 3, 1, 3, 1) + 16 = 31
-Posted with Wayfinder
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin taps his feet impatiently, expecting another attack. As soon as one appears, he will rip the rocks from the foundation to slam into the demon.
Earth Kinetic Blast-PBS/Feel the Burn (+2): 1d20 + 12 + 1 + 2 ⇒ (13) + 12 + 1 + 2 = 28
Damage: 4d6 + 4 + 4 + 1 + 2 ⇒ (2, 4, 3, 3) + 4 + 4 + 1 + 2 = 23
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
They can only hurt me on a crit. ..
-Posted with Wayfinder
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin cautiously edges around the outside of the room, avoiding the chandeliers. "Those things could fall at any minute."
If he can get to the window without issue, then he will draw the curtains or rub away the dust to let some light into the room.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Apologies for the absence. Sickness overtook me and left me incapacitated for a while.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Hmm... Interesting weapon..." Temujin comments as he forms with slab of earth into a longer hafted scythe and swings it at the shadow mastiff.
Earth Kinetic Blade-Feel the Burn (+2): 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Damage: 4d6 + 4 + 4 + 2 ⇒ (4, 1, 1, 4) + 4 + 4 + 2 = 20
Miss: 1d2 ⇒ 1
Concealment-Low Misses: 1d100 ⇒ 15
Temujin's attack, even if it hits, will phase through the beast.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Seeing Galtar get dragged to the ground, Temujin draws on his pebbles to create a stalagmite of power. This time rising up from under the floor of the house, to impale the beast.
Miss Chance: 1d2 ⇒ 2
High Misses: 1d100 ⇒ 27
Earth Kinetic Blade-Feel the Burn (+2) | Empowered: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Move Action
Damage: 4d6 + 4 + 4 + 2 + 2d6 + 5 ⇒ (4, 1, 2, 3) + 4 + 4 + 2 + (1, 1) + 5 = 27
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Will + Fearless (Halfling): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
The hair on the back of his neck rises, but Temujin stands his ground, barely.
He sees the fearsome canine and pulls a few pebbles from his waist pouch. He steps forward and swings at the beast as the rock elongates into a sharp point.
Earth Kinetic Blade-Feel the Burn (+2) | Empowered: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Move Action
Damage: 4d6 + 4 + 4 + 2 + 2d6 + 5 ⇒ (5, 5, 6, 4) + 4 + 4 + 2 + (4, 5) + 5 = 44
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin opens the front door and strides through it.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin takes the lead and opens the door to the house once everyone is satisfied that we won't be surrounded from the outside.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin steps 5' closer to the huecuva, putting him within prime blasting range. He conjures the earth from the graveyard to rise up and smash the undead before it can move.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (17) + 12 + 1 + 2 = 32 Move Action
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (2, 3, 5, 5) + 4 + 4 + 1 + 2 + (4, 4) + 5 = 39
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin will step towards the northern mausoleum, summon up another gout of flame and launch it at the zombie in red, trying to open an avenue of approach from the north.
Flame Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19 Move Action
Damage: 4d6 + 2 + 1 + 2 + 2d6 + 2 ⇒ (6, 6, 5, 3) + 2 + 1 + 2 + (1, 3) + 2 = 31
"Move into the graveyard to drawn them out!"
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
The Huecuva is like 90' from you Galtar.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin leaps from the back of Snak Pak and rushes forward, conjuring earth and fire. "Undead! Quick, we must deal with them before they infect the herd."
He summons a fireball in his hands and tries to incinerate the unholy monster from ~55' away.
Flame Kinetic Blast-Feel the Burn (+2) | Extended Range (120'): 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 Touch Attack
Damage: 4d6 + 2 + 2 ⇒ (5, 1, 5, 1) + 2 + 2 = 16
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin rides up to meet the party after a few minutes of coaxing. "Snak Pak was a bit hungry. Everything get sorted?"
---
After seeing that no one is injured, Temujin will press the group to keep moving.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin pulls out his stern voice. "Snak Pak! Back to battle! ONWARD BATTLE YAK!"
Snak Pak chomps away at some tufts of overgrown grass on the side of the road.
Handle Animal: 1d20 - 1 ⇒ (9) - 1 = 8
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
@Ruckus: I don't think you can see her with the Euphoric Cloud on top of her.
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
"Snak Pak! We must return!" Temujin says, trying to command the poor beast of burden.
"Moooooo...
Handle Animal: 1d20 - 1 ⇒ (2) - 1 = 1
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin waves his hands as the large earthen shears rise up out of the ground and swing down to snip the other leechroot.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29 Move Action
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (2, 1, 4, 5) + 4 + 4 + 1 + 2 + (3, 6) + 5 = 37
Snak Pak rears back a little as he begins to try and turn from the din of battle. "Easy Snak Pak! We got this."
Snak Pak doesn't listen to him and starts to trot off down the path from the direction they came.
40' move speed on Snak Pak. Half a move action to turn around and 1.5 move actions to trot. Temujin is 60' from where he was!
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin's body seems to exude a calm earthen aura. His eyes flash a cold grey as he waves his hands from the back of Snak Pak. Two sharpened rock rise up out of the ground and try to snip the leechroots in half, like scissors.
Earth Kinetic Blast-PBS/Feel the Burn (+2) | Empowered: 1d20 + 12 + 1 + 2 ⇒ (20) + 12 + 1 + 2 = 35 Move Action/Slashing Damage
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (3, 5, 1, 5) + 4 + 4 + 1 + 2 + (5, 2) + 5 = 37
Earth Kinetic Blast-Confirmation: 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19 Move Action/Slashing Damage
Damage: 4d6 + 4 + 4 + 1 + 2 + 2d6 + 5 ⇒ (3, 2, 1, 2) + 4 + 4 + 1 + 2 + (3, 1) + 5 = 28
Magmakineticist 17 HP: 207/326 | AC 33 | T 25 | FF 22 | Fort +27 | Ref +26 | Will +13 | CMD 32 | Initiative +11 | Acrobatics +19 | Climb +14 | Kn. Planes +18 | Perception +21 | Stealth +29 | UMD +17
Temujin feels his heart pound in his chest as the anger he felt earlier returns in a massive wave. His body begins to feel as if he is on fire. His head snaps back and his body levitates off of Snak Pak.
Flames erupt from Temujin, shooting high into the sky. A suddenly as it started, Temujin's body collapses onto the ground. When he stands up, he looks at his hands. His rocky exterior is laced with a flowing magma. He is hot to the touch.
"What... is this?" he asks to no one in particular.
|